diff --git a/.editorconfig b/.editorconfig new file mode 100644 index 0000000..7929358 --- /dev/null +++ b/.editorconfig @@ -0,0 +1,8 @@ +# EditorConfig is awesome: https://editorconfig.org + +[*] +charset = utf-8 +end_of_line = lf +indent_size = 4 +indent_style = space +insert_final_newline = true diff --git a/src/assets/fragments/rules/weapon-properties.md b/src/assets/fragments/rules/weapon-properties.md index 1a4c49f..c5d5fed 100644 --- a/src/assets/fragments/rules/weapon-properties.md +++ b/src/assets/fragments/rules/weapon-properties.md @@ -3,6 +3,8 @@ - **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking. - **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled). - **Light**: May be used in offhand when [dual-wielding](#dual-wielding). +- Loud: The first use of a [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee. +- **One-shot**: Missile attack may only be used once per combat for the damage listed. - **Reach**: Grants extra 5' reach for determining melee range. - **Reload**: After being used the indicated number of times, it takes one full round to reload. - **Slow**: Always attacks last in a round. diff --git a/src/assets/styles/styles.css b/src/assets/styles/styles.css index 22b57ea..4f074ca 100644 --- a/src/assets/styles/styles.css +++ b/src/assets/styles/styles.css @@ -197,11 +197,13 @@ h5 { color: #e94e5c; font-size: 1.06em; line-height: 1.2em; + margin: 1.2em 0; } h6 { color: #e94e5c; font-size: 1em; + margin: 1em 0; } h1, @@ -1052,6 +1054,7 @@ a.pageTitle-sublink { display: flex; flex-direction: column; margin-top: 0; + text-align: center; } .rulesVersion { diff --git a/src/layouts/partials/navmain.ejs b/src/layouts/partials/navmain.ejs index 9740e5c..86535f1 100644 --- a/src/layouts/partials/navmain.ejs +++ b/src/layouts/partials/navmain.ejs @@ -93,10 +93,12 @@ diff --git a/src/layouts/partials/rulesHeader.ejs b/src/layouts/partials/rulesHeader.ejs index 22bee80..b56fd36 100644 --- a/src/layouts/partials/rulesHeader.ejs +++ b/src/layouts/partials/rulesHeader.ejs @@ -2,10 +2,11 @@ <% var menuLinksByOption = { Basics: "/rules/basics.html", - Combat: "/rules/combat.html", Adventuring: "/rules/adventuring.html", + Combat: "/rules/combat.html", Equipment: "/rules/equipment/fantasy.html", Magic: "/rules/magic.html", + Vessels: "/rules/vessels/index.html", "GM Notes": "/rules/gm-notes.html", }; @@ -35,7 +36,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
- Version Beta-0.21.0 / 2025-05-30 + Version Beta-0.22.0 / 2025-10-19 The various planes can be thought of as being laid out in a series of concentric circles, like a great wheel that spins throughout the cosmos: diff --git a/src/pages/races/automaton.md b/src/pages/races/automaton.md index 1b48a36..384bdd5 100644 --- a/src/pages/races/automaton.md +++ b/src/pages/races/automaton.md @@ -15,7 +15,6 @@ A magically-powered, sentient being composed of metal and wood. | | | | --------------------- | ----------------- | -| **Requirements** | Minimum CON 9 | | **Ability modifiers** | None | | **Languages** | Alignment, Common | | **Size** | Medium | diff --git a/src/pages/races/beastkin.md b/src/pages/races/beastkin.md index ed5459d..ecb8a27 100644 --- a/src/pages/races/beastkin.md +++ b/src/pages/races/beastkin.md @@ -8,13 +8,14 @@ short_code: rbe status: hidden --- +_needs intro_ + [[toc]]
| | | | --------------------- | --------------------------- | -| **Requirements** | None | | **Ability modifiers** | None (Unless Specified) | | **Languages** | Alignment, Common, Beaspeak | | **Size** | Medium | diff --git a/src/pages/races/bugbear.md b/src/pages/races/bugbear.md index 3cbad84..23eb85e 100644 --- a/src/pages/races/bugbear.md +++ b/src/pages/races/bugbear.md @@ -15,7 +15,6 @@ A 7'-tall, hairy, goblin-like humanoid, typically known for being aggressive and | | | | --------------------- | ---------------------------- | -| **Requirements** | CON 9+ | | **Ability modifiers** | +1 STR, -1 INT | | **Languages** | Alignment, Common, Goblinoid | | **Size** | Medium | diff --git a/src/pages/races/centaur.md b/src/pages/races/centaur.md index 1572a17..ec05a72 100644 --- a/src/pages/races/centaur.md +++ b/src/pages/races/centaur.md @@ -15,7 +15,6 @@ A creature possessing a humanoid upper body and a horse-like lower body. | | | | --------------------- | ----------------- | -| **Requirements** | CON 9 | | **Ability modifiers** | +1 STR, -1 INT | | **Languages** | Alignment, Common | | **Size** | Medium | diff --git a/src/pages/races/dracokin.md b/src/pages/races/dracokin.md index 5af84a4..8cb9cb5 100644 --- a/src/pages/races/dracokin.md +++ b/src/pages/races/dracokin.md @@ -15,7 +15,6 @@ A scaled lizard-like humanoid with an apparent (if distant) ancestry to dragons. | | | | --------------------- | --------------------------- | -| **Requirements** | Minimum CON 9 | | **Ability modifiers** | +1 STR, -1 WIS | | **Languages** | Alignment, Common, Draconic | | **Size** | Medium | diff --git a/src/pages/races/drow.md b/src/pages/races/drow.md index 0ae6332..157954c 100644 --- a/src/pages/races/drow.md +++ b/src/pages/races/drow.md @@ -15,7 +15,6 @@ A dark-skinned, slender, fey-like demihuman who can typically be found living de | | | | --------------------- | --------------------------------------------- | -| **Requirements** | Minimum INT 9 | | **Ability modifiers** | -1 CON, +1 DEX | | **Languages** | Alignment, Common, Duncommon, Elvish, Gnomish | | **Size** | Medium | @@ -28,7 +27,7 @@ A dark-skinned, slender, fey-like demihuman who can typically be found living de - 90' [infravision](/rules/adventuring.html#infravision) - +3 when searching for secret doors, panels, etc. while underground. -- +3 when listening for noises. +- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises). ### Innate Magic diff --git a/src/pages/races/dwarf.md b/src/pages/races/dwarf.md index 2acada7..7ff85ee 100644 --- a/src/pages/races/dwarf.md +++ b/src/pages/races/dwarf.md @@ -15,7 +15,6 @@ A stout, bearded demihuman, about 4' tall, who typically lives underground and l | | | | --------------------- | ----------------------------------------------- | -| **Requirements** | Minimum CON 9 | | **Ability modifiers** | -1 CHA, +1 CON | | **Languages** | Alignment, Common, Dwarvish, Gnomish, Goblinoid | | **Size** | Medium | @@ -34,7 +33,7 @@ Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bon - 60' [infravision](/rules/adventuring.html#infravision) - +3 when searching for construction tricks (secret doors, panels, etc.) or non-magical room traps while underground. -- +3 when listening for noises. +- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises). ### Small Stature diff --git a/src/pages/races/edges/index.md b/src/pages/races/edges/index.md index e6d0f48..1a0b2b3 100644 --- a/src/pages/races/edges/index.md +++ b/src/pages/races/edges/index.md @@ -267,7 +267,7 @@ Has a 1d3 melee attack that also inflicts poison. ### Prehensile Feet -+2 to climbing checks and saves, can be used as a hand, but all rolls to use it this way are at disadvantage. ++2 to climbing checks and saves, can be used as a hand, but all rolls to use it this way are at [disadvantage](/rules/basics.html#advantage-and-disadvantage). ### Prehensile Tail diff --git a/src/pages/races/elekin.md b/src/pages/races/elekin.md index f905b12..baf3af6 100644 --- a/src/pages/races/elekin.md +++ b/src/pages/races/elekin.md @@ -15,7 +15,6 @@ A large, elephant-like humanoid with four digits and 5' long trunks. | | | | --------------------- | ------------------------- | -| **Requirements** | STR 9 | | **Ability modifiers** | +1 CON, -1 WIS | | **Languages** | Alignment, Common, Greyok | | **Size** | Medium or Large | diff --git a/src/pages/races/elf.md b/src/pages/races/elf.md index 9ddc208..2ab0e53 100644 --- a/src/pages/races/elf.md +++ b/src/pages/races/elf.md @@ -15,7 +15,6 @@ A thin, fey demihuman with sharp features and an innate magical ability. | | | | --------------------- | ------------------------------------------------------ | -| **Requirements** | Minimum INT 9 | | **Ability modifiers** | -1 CON, +1 DEX | | **Languages** | Alignment, Common, Elvish, Gnollish, Goblinoid, Orcish | | **Size** | Medium | @@ -26,7 +25,7 @@ A thin, fey demihuman with sharp features and an innate magical ability. - 60' [infravision](/rules/adventuring.html#infravision) - +3 when searching for secret doors, panels, etc. while underground. -- +3 when listening for noises. +- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises). ### Innate Magic diff --git a/src/pages/races/elfaye.md b/src/pages/races/elfaye.md index 66c101c..f014d7f 100644 --- a/src/pages/races/elfaye.md +++ b/src/pages/races/elfaye.md @@ -15,7 +15,6 @@ A thin, fey demihuman, related to [elves](./elf.html) and native to the Faewolde | | | | --------------------- | ------------------------------------------------ | -| **Requirements** | Minimum WIS 9 | | **Ability modifiers** | -1 INT, +1 CHA | | **Languages** | Alignment, Common, Elvish, Faerie (High and Low) | | **Size** | Medium | @@ -26,7 +25,7 @@ A thin, fey demihuman, related to [elves](./elf.html) and native to the Faewolde - 60' [infravision](/rules/adventuring.html#infravision) - +3 when searching for secret doors, panels, etc. while underground. -- +3 when listening for noises. +- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises). ### Innate Magic diff --git a/src/pages/races/felinar.md b/src/pages/races/felinar.md index 3aeb215..19ca801 100644 --- a/src/pages/races/felinar.md +++ b/src/pages/races/felinar.md @@ -15,7 +15,6 @@ A tall, thin, cat-like humanoid covered in thick fur. | | | | --------------------- | --------------------------------------- | -| **Requirements** | None | | **Ability modifiers** | +1 DEX, -1 WIS | | **Languages** | Alignment, Common, any 1 other language | | **Size** | Medium | diff --git a/src/pages/races/firfolk.md b/src/pages/races/firfolk.md index fd33d4a..1348c5b 100644 --- a/src/pages/races/firfolk.md +++ b/src/pages/races/firfolk.md @@ -15,7 +15,6 @@ A grey-skinned demihuman, up to 8' tall, typically found in the forest, and dist | | | | --------------------- | -------------------------- | -| **Requirements** | Minimum CON 9 | | **Ability modifiers** | -1 INT, +1 WIS | | **Languages** | Alignment, Common, Firbish | | **Size** | Medium or Large | diff --git a/src/pages/races/giantkin.md b/src/pages/races/giantkin.md index b676bcb..7d54aaa 100644 --- a/src/pages/races/giantkin.md +++ b/src/pages/races/giantkin.md @@ -15,7 +15,6 @@ Large demihumans with a distant relation to giants, usually found near human set | | | | --------------------- | ------------------------ | -| **Requirements** | Minimum CON 9 and STR 9 | | **Ability modifiers** | -1 INT, +1 STR | | **Languages** | Alignment, Common, Giant | | **Size** | Medium or Large | diff --git a/src/pages/races/gnome.md b/src/pages/races/gnome.md index 30e345c..9912aab 100644 --- a/src/pages/races/gnome.md +++ b/src/pages/races/gnome.md @@ -15,7 +15,6 @@ A tiny, stout demihuman, typically known for their fondness for burrowing mammal | | | | --------------------- | --------------------------------------------- | -| **Requirements** | Minimums: CON 9, INT 9 | | **Ability modifiers** | None | | **Languages** | Alignment, Common, Dwarvish, Gnomish, Chitter | | **Size** | Tiny | @@ -37,7 +36,7 @@ Fluent in "Chitter", the secret language of burrowing mammals. - 90' [infravision](/rules/adventuring.html#infravision) - +3 when searching for construction tricks (secret doors, panels, etc.) or non-magical room traps while underground. -- +3 when listening for noises. +- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises). ### Tiny Stature diff --git a/src/pages/races/goblin.md b/src/pages/races/goblin.md index 0a84bf2..9ecfb3b 100644 --- a/src/pages/races/goblin.md +++ b/src/pages/races/goblin.md @@ -15,7 +15,6 @@ A tough, hairless humanoid, usually around 3' tall, with large, pointed ears, gl | | | | --------------------- | ---------------------------- | -| **Requirements** | Minimums: CON 9 | | **Ability modifiers** | +1 CON, -1 WIS | | **Languages** | Alignment, Common, Goblinoid | | **Size** | Small | @@ -27,7 +26,7 @@ A tough, hairless humanoid, usually around 3' tall, with large, pointed ears, gl ### Improved Subterranean Perception - 90' [infravision](/rules/adventuring.html#infravision) -- +3 when listening for noises. +- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises). ### Small Size diff --git a/src/pages/races/halfling.md b/src/pages/races/halfling.md index 61a5bad..2829270 100644 --- a/src/pages/races/halfling.md +++ b/src/pages/races/halfling.md @@ -15,14 +15,13 @@ A small, stout demihuman, typically possessing curly hair and furry feet, and kn | | | | --------------------- | --------------------------- | -| **Requirements** | Minimums: CON 9, DEX 9 | | **Ability modifiers** | +1 DEX, -1 STR | | **Languages** | Alignment, Common, Halfling | | **Size** | Small |
-- **Improved Hearing**: +3 when listening for noises. +- **Improved Hearing**: +3 when [listening for noises](/rules/adventuring.html#listening-for-noises). ### Extraordinary Luck diff --git a/src/pages/races/human.md b/src/pages/races/human.md index 604b211..800eb40 100644 --- a/src/pages/races/human.md +++ b/src/pages/races/human.md @@ -15,7 +15,6 @@ A bipedal ape descendant, as can be found on most material planes. | | | | --------------------- | --------------------------------------- | -| **Requirements** | None | | **Ability modifiers** | +1 to any 2 abilities | | **Languages** | Alignment, Common, any 1 other language | | **Size** | Medium | diff --git a/src/pages/races/mimikin.md b/src/pages/races/mimikin.md index 1ab6f6e..7ac1f11 100644 --- a/src/pages/races/mimikin.md +++ b/src/pages/races/mimikin.md @@ -15,7 +15,6 @@ A pale demihuman, approximately 5.5' tall, with grey skin, silvery hair, and the | | | | --------------------- | --------------------------------------- | -| **Requirements** | CHA 9+ | | **Ability modifiers** | None | | **Languages** | Alignment, Common, any 1 other language | | **Size** | Medium | diff --git a/src/pages/races/ogrekin.md b/src/pages/races/ogrekin.md index 8cb1020..d48dc8b 100644 --- a/src/pages/races/ogrekin.md +++ b/src/pages/races/ogrekin.md @@ -15,7 +15,6 @@ A massive, monstrous demihuman, 8'+ tall, and distantly related to ogres. | | | | --------------------- | ------------------------------ | -| **Requirements** | CON 9+, STR 9+ | | **Ability modifiers** | -1 INT, -1 CHA, +1 CON, +1 STR | | **Languages** | Alignment, Common, Orcish | | **Size** | Medium or Large | diff --git a/src/pages/races/oozion.md b/src/pages/races/oozion.md index 97b15fa..34aa079 100644 --- a/src/pages/races/oozion.md +++ b/src/pages/races/oozion.md @@ -15,7 +15,6 @@ A creature composed of ooze-like plasma with nerve clusters spread throughout. | | | | --------------------- | ----------------------- | -| **Requirements** | None | | **Ability modifiers** | +1 CON, -1 STR | | **Languages** | Alignment, Common | | **Size** | Small, Medium, or Large | diff --git a/src/pages/races/pixikin.md b/src/pages/races/pixikin.md index c7d5aee..dc891fe 100644 --- a/src/pages/races/pixikin.md +++ b/src/pages/races/pixikin.md @@ -15,7 +15,6 @@ A fey demihuman native to the [Faewolde](/planes/near/faewolde.html) possessing | | | | --------------------- | ----------------- | -| **Requirements** | None | | **Ability modifiers** | +1 CON, -1 STR | | **Languages** | Alignment, Common | | **Size** | Medium | diff --git a/src/pages/races/rhinokin.md b/src/pages/races/rhinokin.md index 8078377..df222d5 100644 --- a/src/pages/races/rhinokin.md +++ b/src/pages/races/rhinokin.md @@ -15,7 +15,6 @@ A grey, rhinoceros-like humanoid with four digits and a long horn protruding upw | | | | --------------------- | ------------------------- | -| **Requirements** | CON 9+ | | **Ability modifiers** | +1 STR, -1 WIS | | **Languages** | Alignment, Common, Greyok | | **Size** | Medium | diff --git a/src/pages/races/stral.md b/src/pages/races/stral.md index b6c288f..6b9ee6d 100644 --- a/src/pages/races/stral.md +++ b/src/pages/races/stral.md @@ -16,7 +16,6 @@ Thin, fey demihumans with sharp features, high cheekbones, and pointed ears. | | | | --------------------- | -------------------------------------- | -| **Requirements** | INT 9+ | | **Ability modifiers** | -1 WIS, +1 DEX | | **Languages** | Alignment, Common, Strallan, Elemental | | **Size** | Medium | diff --git a/src/pages/races/tortokin.md b/src/pages/races/tortokin.md index 0f40668..b5c0298 100644 --- a/src/pages/races/tortokin.md +++ b/src/pages/races/tortokin.md @@ -15,7 +15,6 @@ A tortoise-like, amphibious humanoid, typically around 5.5' tall, with leathery, | | | | --------------------- | ------------------------ | -| **Requirements** | Minimum WIS 9 | | **Ability modifiers** | –1 DEX, +1 STR | | **Languages** | Alignment, Common, Aquon | | **Size** | Medium | diff --git a/src/pages/rules/adventuring.md b/src/pages/rules/adventuring.md index 92ac4de..3aff1af 100644 --- a/src/pages/rules/adventuring.md +++ b/src/pages/rules/adventuring.md @@ -349,13 +349,21 @@ While any action is possible, the following actions are the most common: Any side that wishes to avoid an encounter may attempt to flee. -- Only possible before combat begins. +- When on foot, only possible before combat begins. + - In other circumstances (ex: when mounted or on a vessel), may be attempted by declaring intention _before_ the start of a combat round. - Each opposing side declares whether or not they want to pursue. - Players decide freely if they wish to pursue fleeing creatures. - GM decides whether creatures pursue fleeing PCs (based on circumstances or roll). - If all opposing sides decide not to pursue, the evasion attempt automatically succeeds and the encounter is avoided. - If an opposing side decides to pursue, the chance of evading depends on the surrounding environment. +##### Party Position + +When rolling for an evasion or pursuit, only roll for the parties position: as the evader or pursuer. + +- One of the PCs should make an appropriate skilled ability check (typically DEX), modified by their opposition's relative speed. + - Determine results appropriately to the situation. + ### Advancement As the adventures continue, the PCs will interact with their world, gaining Level Points for each session. diff --git a/src/pages/rules/combat.md b/src/pages/rules/combat.md index 6668a8e..7f4a709 100644 --- a/src/pages/rules/combat.md +++ b/src/pages/rules/combat.md @@ -175,39 +175,63 @@ A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table
-| 1d20 | Effect | -| :--: | :--------------------------------: | -| 1-2 | Max Damage | -| 3 | Max Damage + Free Attack[^1] | -| 4 | Max Damage + Target Fumble[^2] | -| 5 | Max Damage + Target Blinded[^3] | -| 6 | Double Damage | -| 7 | Double Damage + Free Attack[^1] | -| 8 | Double Damage + Target Fumble[^2] | -| 9 | Double Damage + Target Blinded[^3] | -| 10 | Double Max Damage | -| 11 | Triple Damage | -| 12 | Triple Damage + Free Attack[^1] | -| 13 | Triple Damage + Target Fumble[^2] | -| 14 | Triple Damage + Target Blinded[^3] | -| 15 | Triple Max Damage | -| 16 | Quadruple Max Damage | -| 17 | Max Damage + Armor Damaged[^4] | -| 18 | Max Damage + Target Amputation[^5] | -| 19 | Max Damage + Target Stunned[^6] | -| 20 | Save vs. Death or die | +| 1d20 | Effect | +| :--: | :--------------------------------------------------: | +| 1-2 | Max Damage | +| 3 | Max Damage + [Free Attack](#free-attack) | +| 4 | Max Damage + [Target Fumbles](#target-fumbles) | +| 5 | Max Damage + [Target Blinded](#target-blinded) | +| 6 | Double Damage | +| 7 | Double Damage + [Free Attack](#free-attack) | +| 8 | Double Damage + [Target Fumbles](#target-fumbles) | +| 9 | Double Damage + [Target Blinded](#target-blinded) | +| 10 | Double Max Damage | +| 11 | Triple Damage | +| 12 | Triple Damage + [Free Attack](#free-attack) | +| 13 | Triple Damage + [Target Fumbles](#target-fumbles) | +| 14 | Triple Damage + [Target Blinded](#target-blinded) | +| 15 | Triple Max Damage | +| 16 | Quadruple Max Damage | +| 17 | Max Damage + [Armor Damaged](#armor-damaged) | +| 18 | Max Damage + [Target Amputation](#target-amputation) | +| 19 | Max Damage + [Target Stunned](#target-stunned) | +| 20 | Target Must Save vs. Death or Die | [Critical Hit Table] -[^1]: **Free Attack**: Attempt another hit with same weapon -[^2]: **Target Fumble**: Target must roll on fumble table -[^3]: **Target Blinded**: Blood or debris renders target [blinded](./adventuring.html#blinded) for 1d4 rounds -[^4]: **Armor Damaged**: Reduce target's AC by 1 until armor repaired / healed -[^5]: **Target Amputation**: Target loses an appendage. -[^6]: **Target Stunned**: Blow stuns target for 1d6 rounds -
+##### Free Attack + +Attacker may attempt another hit with same weapon. + +##### Target Fumbles + +Target must roll on [Fumble table](#fumbles). + +##### Target Blinded + +Blood or debris renders target [blinded](./adventuring.html#blinded) for 1d4 rounds. + +##### Armor Damaged + +Target's AC is reduced by 1 until armor is repaired or healed. + +##### Target Amputation + +Target loses an appendage, roll 1d6 (or as appropriate) to determine which one: + +1. left arm +2. right arm +3. left leg +4. right leg +5. tail / other / roll again +6. head (decapitation) + +##### Target Stunned + +Blow stuns target for 1d6 rounds. + #### Fumbles A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs. @@ -345,6 +369,8 @@ Engaged characters that wish to move away can either make a fighting retreat, or #### Firearms +In a dungeon, all firearms gain the [Loud property](#weapon-property-loud) unless specifically silenced. +
| Weapon | Damage | Range | [Properties](#weapon-properties) | diff --git a/src/pages/rules/equipment/fantasy.md b/src/pages/rules/equipment/fantasy.md index 49c2ce6..3ce10e4 100644 --- a/src/pages/rules/equipment/fantasy.md +++ b/src/pages/rules/equipment/fantasy.md @@ -34,38 +34,36 @@ The information below is for a standard fantasy campaign. The tables and rules m #### Uncommon Coins -- Electrum Piece (ep) - - Worth 5 silver pieces. - - Archaic, seldom used in open trade. -- Platinum Piece (pp) - - Worth 10 gold pieces. - - Archaic, seldom used in open trade. -- Omnium piece (op) - - Worth 500 gold pieces. - - Archaic, seldom used except by [arcanists and demihuman artificers](../../magic/omnium.html#omnium-pieces). +The following archaic coins are seldom used in open trade anymore, except as noted. - + - Old dwarven coinage. +- Platinum piece (pp) + - Worth 10 gold pieces. + - Old dragon / dragonkin coinage. +- Omnium piece (op) + - Worth 500 gold pieces. + - Only used by [arcanists and demihuman artificers](/magic/omnium.html#omnium-pieces).
-| Coin | CP | SP | EP | GP | PP | OP | -| :-----------: | :----: | :--: | :--: | :---: | :----: | :------: | -| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1000 | 1/50,000 | -| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 | 1/5000 | -| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 | 1/1000 | -| Gold (gp) | 100 | 10 | 2 | 1 | 1/10 | 1/500 | -| Platinum (pp) | 1000 | 100 | 20 | 10 | 1 | 1/50 | -| Omnium (op) | 50,000 | 5000 | 1000 | 500 | 50 | 1 | +| Coin | CP | IP | SP | EP | GP | STP | PP | OP | +| :-----------: | :----: | :----: | :--: | :--: | :---: | :---: | :----: | :------: | +| Copper (cp) | 1 | 1/5 | 1/10 | 1/50 | 1/100 | 1/500 | 1/1000 | 1/50,000 | +| Iron (ip) | 5 | 1 | 1/2 | 1/10 | 1/20 | 1/100 | 1/200 | 1/10,000 | +| Silver (sp) | 10 | 2 | 1 | 1/5 | 1/10 | 1/50 | 1/100 | 1/5000 | +| Electrum (ep) | 50 | 10 | 5 | 1 | 1/2 | 1/10 | 1/20 | 1/1000 | +| Gold (gp) | 100 | 20 | 10 | 2 | 1 | 1/5 | 1/10 | 1/500 | +| Steel (stp) | 500 | 100 | 50 | 10 | 5 | 1 | 1/2 | 1/100 | +| Platinum (pp) | 1000 | 200 | 100 | 20 | 10 | 2 | 1 | 1/50 | +| Omnium (op) | 50,000 | 10,000 | 5000 | 1000 | 500 | 100 | 50 | 1 | [Exchange Rates] @@ -78,6 +76,7 @@ The information below is for a standard fantasy campaign. The tables and rules m | Item | Cost (gp) | [Encumbrance](/rules/adventuring.html#encumbrance) | | :-------------------------------: | :-------: | :------------------------------------------------: | | Backpack (400 coins) | 5 | Storage | +| Barding | 150 | - | | Barrel (40 gal / 320 pints) | 1 | 3 | | Bedroll | 2 | 1 | | Bell (1") | 1 | 1 | @@ -125,6 +124,8 @@ The information below is for a standard fantasy campaign. The tables and rules m | Rope (50’) | 1 | 1 | | Sack (large, 600 coins) | 2 | Storage | | Sack (small, 200 coins) | 1 | Storage | +| Saddle and bridle | 25 | - | +| Saddle bag (300 coins) | 5 | Storage | | Saw | 1 | 2 | | Scroll case | 1 | 1 | | Sledgehammer | 5 | 2 | @@ -147,13 +148,20 @@ The information below is for a standard fantasy campaign. The tables and rules m #### Equipment Details -- **Backpack**: Leather bag with shoulder straps, holds 400 coins. +- **Backpack**: Leather bag with shoulder straps, holds up to 400 coins (40 lbs). +- **Belt pouch**: Holds 50 coins (.5 lbs). +- **Barding**: Armor for mounts made of leather and metal. + - Grants AC 14, weighs 50 lbs. - **Block and tackle**: For lifting and hauling. - Reduces weight by 75%, uses 4x as much rope. +- **Box, large**: Large iron box, holds up to 800 coins (80 lbs). +- **Box, small**: Small iron box, holds up to 250 coins (25 lbs). - **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. +- **Chest, large**: Large wooden chest, holds up to 1000 coins (100 lbs). +- **Chest, small**: Small wooden chest, holds up to 300 coins (30 lbs). - **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. @@ -180,13 +188,17 @@ The information below is for a standard fantasy campaign. The tables and rules m - **Rations, iron**: Food preserved for traveling. - **Rations, standard**: Fresh food. - **Rope**: Can hold 3 up to 3 people. +- **Sack, large**: Large cloth sack that holds up to 600 coins (60 lbs). +- **Sack, small**: Small cloth sack that holds up to 200 coins (20 lbs). +- **Saddle and bridle**: Used to control a mount. +- **Saddle bag**: Leather bag that holds up to 300 coins (30 lbs). - **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. +- **Twine**: Can hold up to 300 coins (30 lbs). - **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. diff --git a/src/pages/rules/index.md b/src/pages/rules/index.md index fab74e4..82a82e6 100644 --- a/src/pages/rules/index.md +++ b/src/pages/rules/index.md @@ -8,8 +8,9 @@ short_code: uh1 --- - [Basics](./basics.html): Covers How to Play, Abilities, Saving Throws, and Character Creation. -- [Combat](./combat.html): Gives detailed information about combat procedures. - [Adventuring](./adventuring.html): Includes Health, Death, Encumbrance, Procedures for Exploration, and Advancement. +- [Combat](./combat.html): Gives detailed information about combat procedures. - [Equipment](./equipment/): Various equipment tables. - [Magic](./magic.html): Rules for Magic and Spellcasting. +- [Vessels](./vessels/): Rules for vessels and vehicles. - [GM Notes](./gm-notes.html): Rules and tables for _GMs only_. diff --git a/src/pages/rules/magic.md b/src/pages/rules/magic.md index 54602dd..36a5756 100644 --- a/src/pages/rules/magic.md +++ b/src/pages/rules/magic.md @@ -355,7 +355,7 @@ Psionic magic comes from a spellcaster's innate ability to alter reality, even i - On a fumble, the spell fizzles, [backlash](#backlash) occurs, and next cast (before a long rest) gets -2. - On a failure, the spell fizzles, but nothing else happens. - - On a complicated success, the spell is cast, but something interesting (but not directly dangerous) may happen. + - On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen. - On a complete success, the spell is cast as per expected. - On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and next cast (before a long rest) gets +2. @@ -369,20 +369,20 @@ Roll 1d20 on the Backlash Table to see what effect occurs. | 1d20 | Effect | | :--: | :-----------------------------------------------------------------------------------------------------------------------------------: | -| 1 | Caster is drained of 1 HD (and 1 HD worth of HP). If this kills them, they disintegrate. Otherwise, it restores after a night's rest. | -| 2 | Psychic energy lashes out from caster, dealing 1d6 damage to them and the 1d4 creatures nearest to them. | -| 3 | Psychic energy lashes out from caster, dealing 1d6 damage to them and all creatures within 1d4 x 10'. | -| 4 | Caster takes 1d8 damage from psychic energy. | -| 5 | [Black Tentacles](/spells/black-tentacles.html) appear in a 10' radius circle centered on the caster for 1d6 rounds. | -| 6 | Caster gets -1 to any attempt to cast for the rest of the day. | -| 7 | Caster falls unconscious for 1d4 rounds. | -| 8 | Caster and target swap locations (reroll if no target). | -| 9 | Caster is terrified, must **Save vs Spells** or flee for 1d4 minutes. | -| 10 | Caster has migraine, can't attack, move, or cast for 1d4 rounds. | -| 11 | Caster is panicked, can't cast for 1d4 rounds. | -| 12 | Caster sees hallucinations (illusory monsters, horrifying visions, etc) for 1d4 rounds. | -| 13 | Caster is dumbfounded, loses ability to speak coherently for 1d4 hours. | -| 14 | Caster is distressed, next attempt to cast today gets additional -2. | +| 1 | Roll on the [Arcane Blunder table](#blunders). | +| 2 | Caster is drained of 1 HD (and 1 HD worth of HP). If this kills them, they disintegrate. Otherwise, it restores after a night's rest. | +| 3 | Psychic energy lashes out from caster, dealing 1d6 damage to them and the 1d4 creatures nearest to them. | +| 4 | Psychic energy lashes out from caster, dealing 1d6 damage to them and all creatures within 1d4 x 10'. | +| 5 | Caster takes 1d8 damage from psychic energy. | +| 6 | [Black Tentacles](/spells/black-tentacles.html) appear in a 10' radius circle centered on the caster for 1d6 rounds. | +| 7 | Caster gets -1 to any attempt to cast for the rest of the day. | +| 8 | Caster falls unconscious for 1d4 rounds. | +| 9 | Caster and target swap locations (reroll if no target). | +| 10 | Caster is terrified, must **Save vs Spells** or flee for 1d4 minutes. | +| 11 | Caster has migraine, can't attack, move, or cast for 1d4 rounds. | +| 12 | Caster is panicked, can't cast for 1d4 rounds. | +| 13 | Caster sees hallucinations (illusory monsters, horrifying visions, etc) for 1d4 rounds. | +| 14 | Caster is dumbfounded, loses ability to speak coherently for 1d4 hours. | | 15 | Caster is befuddled, loses ability to speak coherently for 1d4 turns. | | 16 | Caster is distracted, goes last in initiative next round. | | 17 | Caster has momentary loss of motor skills, falls prone. | @@ -539,7 +539,6 @@ A small number of magic items have intelligence and are considered to be sentien **Using a Sentient Item** diff --git a/src/pages/rules/vessels/index.md b/src/pages/rules/vessels/index.md new file mode 100644 index 0000000..24e525c --- /dev/null +++ b/src/pages/rules/vessels/index.md @@ -0,0 +1,99 @@ +--- +title: 'HOSR Core Rules: Vessels' +description: HOSR rules concerning vessels and vehicles. +date_pub: 2025-10-18T22:06:47-04:00 +section: rules +content_type: feature +short_code: uhv1 +--- + +### Vessel Statistics + +- **Armor Class (AC)**: A number representing the difficulty to hit the vessel. +- **Crew**: The number of creatures required for normal vessel operation. + - For every 10% below the required crew, the vessel's speed is reduced by the same amount. +- **Cargo Capacity**: The maximum load that the vessel an carry. +- **Damage Threshold**: The amount of damage from each hit the vessel can ignore before affecting the it's integrity (and reducing its hull points). +- **Hull Points (HP)**: A number representing the vessel's structural integrity. A vessel that is reduced to 0 HP is destroyed. +- **Speed**: The rate at which the vessel can move when fully crewed. +- **Weapons**: The numbers and types of weapons that the vessel can carry. + +### Vessel Combat + +Vessels may be targeted in combat. + +- To hit, attacker must roll vessel's AC or higher. +- Any damage done to a vessel is reduced by the vessel's Damage Threshold. + - If this reduces the damage to 0 or less, no damage is inflicted to the vessel. + + + +### Effects of Damage + +Vessels that lose hull points will have their movement speeds reduced based on the amount of damage sustained. + +- For every 10% hull points lost, the vessel's speed is reduced by the same amount. + - This could be caused by ex: engine damage, water seeping into the hull, or the loss of stabilizing sails. + +#### Destruction + +When a vessel is reduced to 0 hull points: + +- All mounted weaponry ceases to function, and +- The vessel loses structural integrity in 1d10 rounds (ex: sinks or breaks apart). + +#### Repairs + +Vessel damage can be repaired with successful [skilled ability checks](/rules/adventuring.html#skilled-ability-checks) as determined by the GM. + +- Damage can be partially repaired in the field, up to 50% of total sustained damage. +- Damage can be fully repaired by experienced technicians at a dock or workshop. +- A single person can repair a single hull point of damage per turn (10 minutes) spent repairing (doing no other actions). + +### Boarding + +In order for the occupants of one vessel to board another, the vessels must be brought alongside each other. + +#### Grappling + +- If both vessels are moving, they must be held together (ex: with grappling hooks) before boarding may occur. +- If the occupants of both vessels wish to grapple and board, it occurs automatically. +- If one side does not wish to grapple, they must [evade](/rules/adventuring.html#evasion). + +Once two vessels are grappled together, creatures may move freely between them. + +- Creatures get -2 to attack rolls and AC during any round that they moved between vessels. + +### Mounted Weapons + +Some vessels may have weapons mounted upon them for attack or defense, with types of damage and ranges varying by types of craft. + + + +### Vessels By Type + +- [Astral Vessels](/astral/vessels.html) +- [Land Vessels](./land.html) +- [Water Vessels](./water.html) diff --git a/src/pages/rules/vessels/land.md b/src/pages/rules/vessels/land.md new file mode 100644 index 0000000..eb9dda5 --- /dev/null +++ b/src/pages/rules/vessels/land.md @@ -0,0 +1,95 @@ +--- +title: 'HOSR Core Rules: Land Vessels' +description: +date_pub: +section: rules +subsection: vessels +content_type: feature +short_code: uhva +--- + +[[toc]] + +### Additional Vessel Statistics + +- **Minimum Animals**: The minimum number of beasts of burden required to pull the vessel and its load. + - Additional animals may increase load size at a proportional rate, up to twice the animals (and twice the load size). + +### Land Vessel Statistics + +
+ +| Vessel | AC | Cargo Capacity | Cost (gp) | Crew | HP | Minimum Animals | +| ------ | :-: | :------------: | :-------: | :--: | :---: | ------------------------ | +| Cart | 10 | 1/2 ton | 100 gp | 1 | 10-15 | 2 mules or 1 work horse | +| Wagon | 10 | 1.5 ton | 200 gp | 1 | 20-30 | 4 mules or 2 work horses | + +[Land Vessels] + +
+ +#### Cart + +
+ +| | | +| -------------------- | ------------------------------- | +| **AC** | 10 | +| **Cargo Capacity** | 1/2 ton | +| **Cost** | 100 gp | +| **Crew** | 1 | +| **Damage Threshold** | 3 | +| **HP** | 10-15 | +| **Length** | 5' | +| **Minimum Animals** | 2 mules or 1 work horse | +| **Movement Rate** | 20' (12 mi / day) | +| **Requires Captain** | No | +| **Usage** | Clear terrain, maintained roads | +| **Weapons** | None | +| **Width** | 5' | + +
+ +A small, two-wheeled vessel, often open-topped, constructed of wood, and drawn by 1 or more animals. + +#### Wagon + +
+ +| | | +| -------------------- | ------------------------------- | +| **AC** | 10 | +| **Cargo Capacity** | 1.5 tons | +| **Cost** | 200 gp | +| **Crew** | 1 | +| **Damage Threshold** | 3 | +| **HP** | 20-30 | +| **Length** | 10' | +| **Minimum Animals** | 4 mules or 2 work horses | +| **Movement Rate** | 20' (12 mi / day) | +| **Requires Captain** | No | +| **Usage** | Clear terrain, maintained roads | +| **Weapons** | None | +| **Width** | 10' | + +
+ +A large, four-wheeled vessel, typically covered, constructed of wood, and drawn by a team of animals. + +### Animals of Burden + +
+ +| Animal | AC | Max Load | Cost (gp) | HD | Movement Rate | +| --------------------------------------------------- | :-: | :------: | :-------: | :-------: | ----------------- | +| [Camel](/bestiary/camel.html) | 12 | 300 lbs | 100 | 2 (9 hp) | 50' (30 mi / day) | +| [Horse, riding](/bestiary/horses/riding-horse.html) | 12 | 300 lbs | 75 | 2 (9 hp) | 80' (48 mi / day) | +| [Horse, war](/bestiary/horses/war-horse.html) | 12 | 400 lbs | 250 | 3 (13 hp) | 40' (24 mi / day) | +| [Horse, work](/bestiary/horses/work-horse.html) | 12 | 450 lbs | 40 | 3 (13 hp) | 30' (18 mi / day) | +| [Mule](/bestiary/mule.html) | 12 | 200 lbs | 30 | 2 (9 hp) | 40' (24 mi / day) | + +[Animals of Burden] + +
+ +- May carry up to twice their max load at half speed. diff --git a/src/pages/rules/vessels/water.md b/src/pages/rules/vessels/water.md new file mode 100644 index 0000000..25e2130 --- /dev/null +++ b/src/pages/rules/vessels/water.md @@ -0,0 +1,430 @@ +--- +title: 'HOSR Core Rules: Water Vessels' +description: +date_pub: 2025-10-18T22:13:34-04:00 +section: rules +subsection: vessels +content_type: feature +short_code: uhvw +--- + +[[toc]] + +### Additional Vessel Statistics + +- **Draft**: The depth that a water craft extends below the surface. +- **Requires Captain**: Vessels that are so large that they require someone to oversee operations. + +### Carrying Capacity + +When carrying creatures as cargo: + +- Up to 5 human-sized passengers can be carried comfortably for every ton of cargo space. +- For short hops and special use cases (ex: troop deployments or civilian evacuations), up to 10 human-sized creatures can be + carried per ton of cargo capacity (in addition to crew). + +### Water Vessel Statistics + +
+ +| Vessel | AC | Cargo Capacity | Cost (gp) | Crew | Dam Thresh | HP | Usage | Weapons | +| ------------------ | :-: | :------------: | :----------: | :-----------: | :--------: | :-------: | :---: | ---------------- | +| Boat, river | 11 | 3 tons | 4000 | 8 | 4 | 40-60 | L R | None | +| Boat, sailing | 11 | 2 tons | 2000 | 1 | 4 | 40-60 | C L | None | +| Canoe | 10 | 1/2 ton | 50 | 1 (Unskilled) | 3 | 10-15 | L R | None | +| Caravel | 11 | 10 tons | 5000 | 10 | 5 | 90-120 | C S | None | +| Caravel, war | 11 | 10 tons | 7500 | 10 | 5 | 120-150 | C S | 1 med | +| Galleon | 12 | 30 tons | 20,000 | 20 | 5 | 180-240 | C S | 1 med | +| Galleon, war | 12 | 30 tons | 30,000 | 20 | 5 | 240-300 | C S | 1 lg or 2 med | +| Galley, large | 12 | 4 tons | 30,000 | 200 | 6 | 150-180 | C | 2 med, opt ram | +| Galley, small | 11 | 2 tons | 20,000 | 70 | 4 | 120-150 | C | 2 med, opt ram | +| Galley, war | 12 | 6 tons | 60,000 | 330 | 6 | 180-240 | C | 1 lg, 2 med, ram | +| Lifeboat | 10 | 1.5 tons | 1000 | 1 (Unskilled) | 4 | 20-30 | Any | None | +| Longship | 11 | 4 tons | 15,000 | 75 | 5 | 90-120 | Any | 1 med | +| Raft, makeshift | 10 | 5 lbs / sq ft | --- | 1 (Unskilled) | 2 | 1 / sq ft | L R | None | +| Raft, professional | 10 | 10 lbs / sq ft | 1 gp / sq ft | 1 (Unskilled) | 3 | 1 / s ft | L R | None | + +[Water Vessels] + +
+ +#### Boat, River + +
+ +| | | +| -------------------- | ------------- | +| **Armor Class** | 11 | +| **Cargo Capacity** | 3 tons | +| **Cost** | 4000 gp | +| **Crew** | 8 | +| **Damage Threshold** | 4 | +| **Draft** | 2-3' | +| **Length** | 20-30' | +| **Hit Points** | 40-60 | +| **Requires Captain** | No | +| **Speed** | 60' (6 mph) | +| **Usage** | Lakes, rivers | +| **Weapons** | None | +| **Width** | 10' | + +
+ +A small boat that can be either rowed or pushed with poles. + +- Most can have a roof added for an extra 1000 gp. + +#### Boat, Sailing + +
+ +| | | +| -------------------- | --------------------- | +| **Armor Class** | 11 | +| **Cargo Capacity** | 2 tons | +| **Cost** | 2000 gp | +| **Crew** | 1 | +| **Damage Threshold** | 4 | +| **Draft** | 2-3' | +| **Hit Points** | 40-60 | +| **Length** | 20-40' | +| **Requires Captain** | No | +| **Speed** | 120' (12 mph) | +| **Usage** | Coastal waters, lakes | +| **Weapons** | None | +| **Width** | 15' | + +
+ +A small, single-mast sail boat typically used for fishing along coastal waters and lakes. + +#### Canoe + +
+ +| | | +| -------------------- | ----------------------------- | +| **Armor Class** | 10 | +| **Cargo Capacity** | 1/2 ton | +| **Cost** | 50 gp | +| **Crew** | 1 (Unskilled) | +| **Damage Threshold** | 3 | +| **Draft** | 1' | +| **Hit Points** | 10-15 | +| **Length** | 15' | +| **Requires Captain** | No | +| **Speed** | 30' (3 mph) / 60' speed burst | +| **Usage** | Lakes, rivers | +| **Weapons** | None | +| **Width** | 3' | + +
+ +A tiny boat, weighing 50 lbs, constructed of a wooden frame wrapped in canvas or hide. + +#### Caravel + +
+ +| | | +| -------------------- | ------------------------- | +| **Armor Class** | 11 | +| **Cargo Capacity** | 10 tons | +| **Cost** | 5000 gp | +| **Crew** | 10 | +| **Damage Threshold** | 5 | +| **Draft** | 5-8' | +| **Hit Points** | 90-120 | +| **Length** | 60-80' | +| **Requires Captain** | Yes | +| **Speed** | 150' (15 mph) | +| **Usage** | Coastal waters, open seas | +| **Weapons** | None | +| **Width** | 20-30' | + +
+ +A small, single-mast sailing ship. + +#### Caravel, War + +Same stats as [caravel](#caravel) except as noted: + +
+ +| | | +| -------------- | -------- | +| **Cost** | 7500 gp | +| **Hit Points** | 120-150 | +| **Weapons** | 1 medium | + +
+ +A [caravel](#caravel) adapted for warfare and troop transport, typically armed, and often featuring large hatches for mounts and/or artillery. + +#### Galleon + +
+ +| | | +| -------------------- | ------------------------- | +| **Armor Class** | 12 | +| **Cargo Capacity** | 30 tons | +| **Cost** | 20,000 gp | +| **Crew** | 20 | +| **Damage Threshold** | 5 | +| **Draft** | 10-12' | +| **Hit Points** | 180-240 | +| **Length** | 100-150' | +| **Requires Captain** | Yes | +| **Speed** | 120' (12 mph) | +| **Usage** | Coastal waters, open seas | +| **Weapons** | 1 medium | +| **Width** | 25-30' | + +
+ +A large sailing vessel with up to three masts. + +- Typically features multiple decks and raised areas at bow and stern ("castles"). + +#### Galleon, War + +Same stats as [galleon](#galleon) except as noted: + +
+ +| | | +| -------------- | ------------------- | +| **Cost** | 30,000 gp | +| **Hit Points** | 240-320 | +| **Weapons** | 2 medium or 1 large | + +
+ +A [galleon](#galleon) adapted for transporting troops and mounts, often featuring large hatches for horses, livestock, and/or artillery. + +#### Galley, Large + +
+ +| | | +| -------------------- | -------------------------- | +| **Armor Class** | 12 | +| **Cargo Capacity** | 4 tons | +| **Cost** | 30,000 gp | +| **Crew** | 180 (rowers), 20 (sailors) | +| **Damage Threshold** | 6 | +| **Draft** | 3' | +| **Hit Points** | 150-180 | +| **Length** | 120-150' | +| **Requires Captain** | Yes | +| **Speed** | 120' (12 mph) | +| **Usage** | Coastal waters | +| **Weapons** | 2 medium, optional ram | +| **Width** | 15-20' | + +
+ +A long ship with a shallow draft, dozens of oars, and a single mast with a square sail. + +#### Galley, Small + +
+ +| | | +| -------------------- | ------------------------- | +| **Armor Class** | 11 | +| **Cargo Capacity** | 2 tons | +| **Cost** | 20,000 gp | +| **Crew** | 60 (rowers), 10 (sailors) | +| **Damage Threshold** | 4 | +| **Draft** | 2-3' | +| **Hit Points** | 120-150 | +| **Length** | 60-100' | +| **Requires Captain** | Yes | +| **Speed** | 150' (15 mph) | +| **Usage** | Coastal waters | +| **Weapons** | 2 medium, optional ram | +| **Width** | 10-15' | + +
+ +A small ship with a shallow draft, dozens of oars, and a single mast with a square sail. + +#### Galley, War + +
+ +| | | +| -------------------- | -------------------------- | +| **Armor Class** | 12 | +| **Cargo Capacity** | 6 tons | +| **Cost** | 60,000 gp | +| **Crew** | 300 (rowers), 30 (sailors) | +| **Damage Threshold** | 6 | +| **Draft** | 4-6' | +| **Hit Points** | 180-240 | +| **Length** | 120-150' | +| **Requires Captain** | Yes | +| **Speed** | 120' (12 mph) | +| **Usage** | Coastal waters | +| **Weapons** | 1 large, 2 medium, ram | +| **Width** | 20-30' | + +
+ +A [large galley](#galley-large) built for warfare, with two masts, and a full deck above the rowers. + +- Always fitted with a ram (included in cost). +- 10-20' wide wooden towers at bow and stern, each standing 15-20' tall. + +#### Lifeboat + +
+ +| | | +| -------------------- | ----------------- | +| **Armor Class** | 10 | +| **Cargo Capacity** | 1.5 tons | +| **Cost** | 1000 gp | +| **Crew** | 1 (Unskilled) | +| **Damage Threshold** | 4 | +| **Draft** | 1-2' | +| **Hit Points** | 20-30 | +| **Length** | 20' | +| **Requires Captain** | No | +| **Speed** | 30' (3 mph) | +| **Usage** | Any body of water | +| **Weapons** | None | +| **Width** | 20-30' | + +
+ +A small boat with a collapsible mast typically stored on larger ships for emergencies. + +- Weighs 500 lbs, takes up 1/2 ton of cargo space. +- Typically stocked with 1 week's rations for 10 passengers. +- Can hold up to 15 passengers (plus pilot), although it will be _crowded_. +- Small ships typically have 1d2 lifeboats, while larger ships typically have 1d2+2. + +#### Longship + +
+ +| | | +| -------------------- | ----------------- | +| **Armor Class** | 11 | +| **Cargo Capacity** | 4 tons | +| **Cost** | 15,000 gp | +| **Crew** | 75 | +| **Damage Threshold** | 5 | +| **Draft** | 2-3' | +| **Hit Points** | 90-120 | +| **Length** | 60-80' | +| **Requires Captain** | Yes | +| **Speed** | 150' (15 mph) | +| **Usage** | Any body of water | +| **Weapons** | 1 medium | +| **Width** | 10-15' | + +
+ +A narrow, versatile ship, which may be rowed or sailed, depending on needs and conditions. + +- Crew typically fulfill all required roles (oarsmen, sailors, fighters) as needed. + +#### Raft, Makeshift + +
+ +| | | +| -------------------- | ----------------------------- | +| **Armor Class** | 10 | +| **Cargo Capacity** | 5 lbs per sq ft | +| **Cost** | --- | +| **Crew** | 1 (Unskilled) | +| **Damage Threshold** | 2 | +| **Draft** | 1/2' | +| **Hit Points** | 1 per sq ft | +| **Length** | Up to 30' | +| **Requires Captain** | No | +| **Speed** | 20' (2 mph) / 30' speed burst | +| **Usage** | Lakes, rivers | +| **Weapons** | None | +| **Width** | Up to 30' | + +
+ +Given enough wood, a makeshift raft can be built in 1d3 days per person working on it, per 10' square section (up to 30' square total). + +#### Raft, Professional + +
+ +| | | +| -------------------- | ----------------------------- | +| **Armor Class** | 10 | +| **Cargo Capacity** | 10 lbs per sq ft | +| **Cost** | 1 gp per sq ft | +| **Crew** | 1 (Unskilled) | +| **Damage Threshold** | 3 | +| **Draft** | 1/2' | +| **Hit Points** | 1 per sq ft | +| **Length** | Up to 40' | +| **Requires Captain** | No | +| **Speed** | 20' (2 mph) / 30' speed burst | +| **Usage** | Lakes, rivers | +| **Weapons** | None | +| **Width** | Up to 40' | + +
+ +A well-made wooden raft with raised sides, a steering oar, and some type of simple cover. + +- Often broken down and sold for wood at 1/4 value. + +### Mounted Weaponry + +| Weapon | Cost (gp) | +| -------------------- | :-------: | +| Catapult | 100 | +| Catapult shot | 5 | +| Catapult shot, pitch | 25 | +| Ram, large galley | 10,000 | +| Ram, small galley | 3000 | + +#### Catapult + +A ballistic device capable of hurling projectiles a great distance, such as large rocks or flaming pitch. + +- **Cargo space**: A catapult plus 20 rounds of shot occupies 1 ton of cargo capacity. +- **Range**: 150-300 yards +- **Attack rolls and rate of fire**: Depends on the number of crew manning the catapult: + - 2 crew (minimum): Attacks at +0, and can fire every 10 rounds. + - 3 crew: Attacks at +0, and can fire every 8 rounds. + - 4 crew (maximum): Attacks at +2, and can fire every 5 rounds. + - Up to one PC may assist in the firing, adding their attack bonus to the roll. + - Attack modifiers may also be affected by weather conditions, vessel maneuverability, etc. + +##### Types of Shot + +- **Basic (rock)**: Inflicts 3d6 hit points of damage. +- **Pitch**: Inflicts no impact damage, but sets a 10' square area of target vessel on fire. + - Burning does 1d6 hit points damage per turn, and will spread to adjacent areas if not dealt with. + - Time to extinguish fire varies by crew involved: + - 3 crew (minimum): extinguishes fire in 3 turns. + - 6 crew: extinguishes fire in 2 turns. + - 9+ crew: extinguishes fire in 1 turn. + +#### Ram + +A pointed, reinforced attachment to a vessel, allowing it to run into other vessels without taking as much damage. + +- Attacking vessel must move 30' or more before ramming. +- Only other vessels and huge (or bigger) creatures may be targeted. +- **Attack roll**: Pilot or captain makes a melee attack to hit. + - Attack modifiers may also be affected by weather conditions, vessel maneuverability, etc. +- **Damage** + - **Galley, large or war**: Deals 6d6 hit points against creatures and 4x as much against other vessels. + - **Galle, small**: Deals 3d8 hit points against creatures and 4x as much against other vessels. diff --git a/src/pages/weapons/index.md b/src/pages/weapons/index.md index 851bef4..9577b3c 100644 --- a/src/pages/weapons/index.md +++ b/src/pages/weapons/index.md @@ -8,13 +8,13 @@ short_code: w1 status: hidden --- -Ghyffan muskets are something to behold - a streamlined amalgamation of wood and iron, shaped (and tipped) like a spear, but which can fire a metal slug at great speed (and for heavy damage). Their superior construction makes them less prone to breaking, but their S-L-O-W reload time makes them useless as ranged weapons (beyond an opening shot or two). +Lyffan muskets are something to behold - a streamlined amalgamation of wood and iron, shaped (and tipped) like a spear, but which can fire a metal slug at great speed (and for heavy damage). Their superior construction makes them less prone to breaking, but their S-L-O-W reload time makes them useless as ranged weapons (beyond an opening shot or two).
| Weapon | Weight (Coins) | Damage | Qualities | | -------------- | -------------- | ------ | ------------------------------------------------------------------------------------ | -| Ghyffan Musket | 75 | 1d8 | Loud, Melee, Missile (5’–40’ / 41’–80’ / 81’–120’), One-shot (d10), Slow, Two-handed | +| Lyffan Musket | 75 | 1d8 | Loud, Melee, Missile (5’–40’ / 41’–80’ / 81’–120’), One-shot (d10), Slow, Two-handed |