Various updates

This commit is contained in:
Eric Woodward 2023-05-01 18:07:24 -04:00
parent aafcfe893c
commit cd65c5afe8
35 changed files with 1599 additions and 981 deletions

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@ -1,6 +1,6 @@
{
"name": "planar-vagabond",
"version": "0.10.0",
"version": "0.10.1",
"description": "",
"main": "index.js",
"scripts": {

View File

@ -591,10 +591,12 @@ a.licenseLink:hover {
}
*/
/*
.navMenu li.hasSubMenu:hover a,
.navMenu li.hasSubMenu:hover a:visited {
color: #44fcfc;
}
*/
.navMenu li a:hover,
.navMenu li a:visited:hover {
@ -641,11 +643,10 @@ a.licenseLink:hover {
width: 100%;
}
/*
.navMenu ul li a:visited:hover,
.navMenu ul li a:hover {
color: #e94e5c;
}
*/
.navMenu ul li.hasSubMenu a {
padding-left: 2rem;
@ -656,11 +657,45 @@ a.licenseLink:hover {
}
.navMenu ul li.hasSubMenu ul li.hasSubMenu a {
padding-left: 4rem;
margin-left: 0;
padding-left: 2rem;
}
.navMenu ul li.hasSubMenu ul li.hasSubMenu > a {
padding-left: 2rem;
.navMenu ul li.hasSubMenu ul li.hasSubMenu summary a {
margin-left: 0;
padding-left: 1rem;
}
.navMenu ul li.hasSubMenu > a::before {
content: ">";
margin-left: -1rem;
padding-right: 0.5rem;
}
/* rules for details / summary - work back into other rules */
.navMenu ul li.hasSubMenu details summary {
margin-left: -2rem;
padding-bottom: 0;
padding-right: 0;
padding-top: 0;
}
.navMenu ul li.hasSubMenu details summary::before {
left: 1.2rem;
top: 1rem;
}
.navMenu ul li.hasSubMenu details summary a {
padding-left: 1rem;
}
.navMenu ul li.hasSubMenu details a {
/* padding-left: 0; */
}
.navMenu ul li.hasSubMenu details details {
margin-left: 1rem;
}
.navMenu-list-link.isCurrentSection {
@ -985,9 +1020,11 @@ a.pageTitle-sublink {
font-size: 18px;
}
/*
h2 {
background-color: transparent;
}
*/
.imgWrapper {
max-width: 33%;
@ -997,13 +1034,17 @@ a.pageTitle-sublink {
height: auto;
}
/*
.navBar {
display: block;
}
*/
/*
.pageTitle {
margin-top: 2rem;
}
*/
.siteTitle-text {
text-align: center;
@ -1060,6 +1101,10 @@ a.pageTitle-sublink {
top: 0.75rem;
}
.navBar {
display: block;
}
.navMenu > ul {
padding: 4rem 2rem 1rem 2rem;
}
@ -1085,6 +1130,10 @@ a.pageTitle-sublink {
padding: 2em 1em 1em;
}
.pageTitle {
margin-top: 2rem;
}
.siteTitle {
margin-top: 3rem;
}

File diff suppressed because it is too large Load Diff

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@ -43,132 +43,106 @@
</ul>
</li>
-->
<li class="hasSubMenu"><a href="/magic/index.html" aria-haspopup="true">Magic</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/magic-items/index.html">Items</a></li>
<li><a href="/spells/index.html">Spells</a></li>
</ul>
<li class="hasSubMenu">
<details open>
<summary><a href="/magic.html" aria-haspopup="true">Magic</a></summary>
<ul class="dropdown" aria-label="submenu">
<li><a href="/magic-items/index.html">Items</a></li>
<li><a href="/spells/index.html">Spells</a></li>
</ul>
</details>
</li>
<li class="hasSubMenu"><a href="/planes/index.html" aria-haspopup="true">The Planes</a>
<ul class="dropdown" aria-label="submenu">
<li class="hasSubMenu"><a href="/astral/index.html" aria-haspopup="true">Astral Plane</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/astral/adventuring.html">Adventuring</a></li>
<li><a href="/astral/factions.html">Factions</a></li>
<li><a href="/bestiary/index.html">Monsters</a></li>
<li><a href="/astral/timeline.html">Timeline</a></li>
<li><a href="/astral/vessels.html">Vessels</a></li>
</ul>
</li>
<li><a href="/planes/elemental/index.html">Elemental Planes</a></li>
<li><a href="/planes/material/index.html">Material Planes</a></li>
<li><a href="/planes/near/index.html">Near Planes</a></li>
<li><a href="/planes/transcendental/index.html">Transcendental Planes</a></li>
</ul>
<li class="hasSubMenu">
<details open>
<summary>
<a href="/planes/index.html" aria-haspopup="true">The Planes</a>
</summary>
<ul class="dropdown" aria-label="submenu">
<li class="hasSubMenu">
<details open>
<summary>
<a href="/astral/index.html" aria-haspopup="true">Astral Plane</a>
</summary>
<ul class="dropdown" aria-label="submenu">
<li><a href="/astral/adventuring.html">Adventuring</a></li>
<li><a href="/astral/factions.html">Factions</a></li>
<li><a href="/bestiary/index.html">Monsters</a></li>
<li><a href="/astral/timeline.html">Timeline</a></li>
<li><a href="/astral/vessels.html">Vessels</a></li>
</ul>
</details>
</li>
<li><a href="/planes/elemental/index.html">Elemental Planes</a></li>
<li><a href="/planes/material/index.html">Material Planes</a></li>
<li><a href="/planes/near/index.html">Near Planes</a></li>
<li><a href="/planes/transcendental/index.html">Transcendental Planes</a></li>
</ul>
</details>
</li>
<li><a href="/races/index.html">Races</a></li>
<li class="hasSubMenu"><a href="/rules/index.html" aria-haspopup="true">Rules</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/rules/basics.html">Basics</a></li>
<li><a href="/rules/combat.html">Combat</a></li>
<li><a href="/rules/adventuring.html">Adventuring</a></li>
<li><a href="/rules/magic.html">Magic</a></li>
<li><a href="/rules/referee.html">Referees Only</a></li>
</ul>
<li class="hasSubMenu">
<details open>
<summary>
<a href="/rules/index.html" aria-haspopup="true">Rules</a>
</summary>
<ul class="dropdown" aria-label="submenu">
<li><a href="/rules/basics.html">Basics</a></li>
<li><a href="/rules/combat.html">Combat</a></li>
<li><a href="/rules/adventuring.html">Adventuring</a></li>
<li><a href="/rules/magic.html">Magic</a></li>
<li><a href="/rules/referees.html">Referees Only</a></li>
</ul>
</details>
</li>
<li class="hasSubMenu"><a href="/planes/index.html" aria-haspopup="true">About</a>
<ul class="dropdown" aria-label="submenu">
<li class="hasSubMenu"><a href="/astral/index.html" aria-haspopup="true">Campaign</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/npcs/index.html">NPCs</a></li>
<li><a href="/campaign/ravager.html">The Ravager</a></li>
<li><a href="/campaign/shazz-journals.html">Shazzograx's Journals</a></li>
<li><a href="/campaign/timeline.html">Timeline</a></li>
</ul>
</li>
<li class="hasSubMenu">
<details open>
<summary>
<a href="/about.html" aria-haspopup="true">About</a>
</summary>
<ul class="dropdown" aria-label="submenu">
<li class="hasSubMenu">
<details open>
<summary>
<a href="/campaign/index.html" aria-haspopup="true">Campaign</a>
</summary>
<ul class="dropdown" aria-label="submenu">
<li><a href="/npcs/index.html">NPCs</a></li>
<li><a href="/campaign/ravager.html">The Ravager</a></li>
<li><a href="/campaign/shazz-journals.html">Shazzograx's Journals</a></li>
<li><a href="/campaign/timeline.html">Timeline</a></li>
</ul>
</details>
</li>
<li><a href="/license/index.html">Licenses</a></li>
</ul>
<li><a href="/licenses/index.html">Licenses</a></li>
</ul>
</details>
</li>
<!--
<li class="hasSubMenu"><a href="/classes/index.html" aria-haspopup="true">Classes</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/classes/automaton.html">Automaton</a></li>
<li><a href="/classes/corsair.html">Corsair</a></li>
<li><a href="/classes/astral-corsair.html">Corsair, Astral</a></li>
<li><a href="/classes/dracokin.html">Dracokin</a></li>
<li><a href="/classes/felinar.html">Felinar</a></li>
<li><a href="/classes/firfolk.html">Firfolk</a></li>
<li><a href="/classes/mimikin.html">Mimikin</a></li>
<li><a href="/classes/tortokin.html">Tortokin</a></li>
<li><a href="/classes/warlock.html">Warlock</a></li>
<li class="hasSubMenu"><a href="/races/index.html" aria-haspopup="true">Races</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/races/automaton.html">Automaton</a></li>
<li><a href="/races/dracokin.html">Dracokin</a></li>
<li><a href="/races/felinar.html">Felinar</a></li>
<li><a href="/races/firfolk.html">Firfolk</a></li>
<li><a href="/races/mimikin.html">Mimikin</a></li>
<li><a href="/races/tortokin.html">Tortokin</a></li>
</ul>
</li>
</ul>
</li>
<li class="hasSubMenu"><a href="/" aria-haspopup="true">Miscellanea</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/magic-items/index.html">Magic Items</a></li>
<li><a href="/bestiary/index.html">Monsters</a></li>
<li><a href="/weapons/index.html">Weapons</a></li>
</ul>
</li>
<li class="hasSubMenu"><a href="/campaign/index.html" aria-haspopup="true">Campaign Info</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/npcs/index.html">NPCs</a></li>
<li><a href="/campaign/ravager.html">The Ravager</a></li>
<li><a href="/campaign/shazz-journals.html">Shazzograx's Journals</a></li>
<li><a href="/campaign/timeline.html">Timeline</a></li>
<li class="hasSubMenu"><a href="/rules/index.html" aria-haspopup="true">House Rules</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/rules/critical-hits.html">Critical Hits</a></li>
<li><a href="/rules/fumbles.html">Fumbles</a></li>
<li><a href="/rules/ose.html">Official OSE Rules</a></li>
<li><a href="/rules/custom.html">Custom Rules</a></li>
</ul>
</li>
</ul>
</li>
-->
</ul>
</nav>
<nav class="navBar" role="navigation">
<ul>
<li>
<a href="/about.html">About</a>
</li>
<li><a href="/bestiary/index.html">Bestiary</a></li>
<li><a href="/classes/index.html">Classes</a></li>
<li><a href="/magic.html">Magic</a></li>
<li>
<a href="/planes/index.html">The Planes</a>
</li>
<li><a href="/races/index.html">Races</a></li>
<li><a href="/rules/index.html">Rules</a></li>
<li>
<a href="/classes/index.html">Classes</a>
</li>
<li>
<a href="/miscellanea.html">Miscellanea</a>
</li>
<li>
<a href="/campaign/index.html">Campaign Info</a>
<a href="/about.html">About</a>
</li>
</ul>
</nav>

View File

@ -0,0 +1,178 @@
<!-- NAVMAIN BEGIN -->
<div class="menubar clearfix">
<input id="menu-toggle" type="checkbox" />
<label class="menu-label" for="menu-toggle">
<span class="menu-icon">
<span></span>
</span>
<span class="menu-text">
Menu
</span>
</label>
<!--
<label class="menu__btn" for="menu__toggle">
<span></span>
</label>
-->
<div class="searchBox">
<form method="get" class="searchBox-form" id="searchForm" action="https://duckduckgo.com/" role="search">
<input id="searchQuery" class="searchBox-query" type="search" value="" name="q" maxlength="255" role="searchbox">
<input type="hidden" name="kl" value="us-en" /><!-- language -->
<input type="hidden" name="kh" value="1" /><!-- force https -->
<input type="hidden" name="kae" value="r" /><!-- theme = retri -->
<input type="hidden" name="k1" value="1" /><!-- tracker-less ads -->
<input type="hidden" name="sites" value="<%= site.base_uri %>"/>
<input aria-label="Search" type="submit" class="searchBox-go" value="🔍">
</form>
</div>
<nav class="navMenu" role="navigation">
<ul>
<li><a href="/bestiary/index.html">Bestiary</a></li>
<li><a href="/classes/index.html">Classes</a></li>
<!--
<li><a href="/gods/index.html">Gods</a></li>
<li class="hasSubMenu"><a href="/equipment/index.html" aria-haspopup="true">Equipment</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/weapons/index.html">Weapons</a></li>
</ul>
</li>
-->
<li class="hasSubMenu"><a href="/magic/index.html" aria-haspopup="true">Magic</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/magic-items/index.html">Items</a></li>
<li><a href="/spells/index.html">Spells</a></li>
</ul>
</li>
<li class="hasSubMenu"><a href="/planes/index.html" aria-haspopup="true">The Planes</a>
<ul class="dropdown" aria-label="submenu">
<li class="hasSubMenu"><a href="/astral/index.html" aria-haspopup="true">Astral Plane</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/astral/adventuring.html">Adventuring</a></li>
<li><a href="/astral/factions.html">Factions</a></li>
<li><a href="/bestiary/index.html">Monsters</a></li>
<li><a href="/astral/timeline.html">Timeline</a></li>
<li><a href="/astral/vessels.html">Vessels</a></li>
</ul>
</li>
<li><a href="/planes/elemental/index.html">Elemental Planes</a></li>
<li><a href="/planes/material/index.html">Material Planes</a></li>
<li><a href="/planes/near/index.html">Near Planes</a></li>
<li><a href="/planes/transcendental/index.html">Transcendental Planes</a></li>
</ul>
</li>
<li><a href="/races/index.html">Races</a></li>
<li class="hasSubMenu"><a href="/rules/index.html" aria-haspopup="true">Rules</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/rules/basics.html">Basics</a></li>
<li><a href="/rules/combat.html">Combat</a></li>
<li><a href="/rules/adventuring.html">Adventuring</a></li>
<li><a href="/rules/magic.html">Magic</a></li>
<li><a href="/rules/referee.html">Referees Only</a></li>
</ul>
</li>
<li class="hasSubMenu"><a href="/planes/index.html" aria-haspopup="true">About</a>
<ul class="dropdown" aria-label="submenu">
<li class="hasSubMenu"><a href="/astral/index.html" aria-haspopup="true">Campaign</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/npcs/index.html">NPCs</a></li>
<li><a href="/campaign/ravager.html">The Ravager</a></li>
<li><a href="/campaign/shazz-journals.html">Shazzograx's Journals</a></li>
<li><a href="/campaign/timeline.html">Timeline</a></li>
</ul>
</li>
<li><a href="/license/index.html">Licenses</a></li>
</ul>
</li>
<!--
<li class="hasSubMenu"><a href="/classes/index.html" aria-haspopup="true">Classes</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/classes/automaton.html">Automaton</a></li>
<li><a href="/classes/corsair.html">Corsair</a></li>
<li><a href="/classes/astral-corsair.html">Corsair, Astral</a></li>
<li><a href="/classes/dracokin.html">Dracokin</a></li>
<li><a href="/classes/felinar.html">Felinar</a></li>
<li><a href="/classes/firfolk.html">Firfolk</a></li>
<li><a href="/classes/mimikin.html">Mimikin</a></li>
<li><a href="/classes/tortokin.html">Tortokin</a></li>
<li><a href="/classes/warlock.html">Warlock</a></li>
<li class="hasSubMenu"><a href="/races/index.html" aria-haspopup="true">Races</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/races/automaton.html">Automaton</a></li>
<li><a href="/races/dracokin.html">Dracokin</a></li>
<li><a href="/races/felinar.html">Felinar</a></li>
<li><a href="/races/firfolk.html">Firfolk</a></li>
<li><a href="/races/mimikin.html">Mimikin</a></li>
<li><a href="/races/tortokin.html">Tortokin</a></li>
</ul>
</li>
</ul>
</li>
<li class="hasSubMenu"><a href="/" aria-haspopup="true">Miscellanea</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/magic-items/index.html">Magic Items</a></li>
<li><a href="/bestiary/index.html">Monsters</a></li>
<li><a href="/weapons/index.html">Weapons</a></li>
</ul>
</li>
<li class="hasSubMenu"><a href="/campaign/index.html" aria-haspopup="true">Campaign Info</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/npcs/index.html">NPCs</a></li>
<li><a href="/campaign/ravager.html">The Ravager</a></li>
<li><a href="/campaign/shazz-journals.html">Shazzograx's Journals</a></li>
<li><a href="/campaign/timeline.html">Timeline</a></li>
<li class="hasSubMenu"><a href="/rules/index.html" aria-haspopup="true">House Rules</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/rules/critical-hits.html">Critical Hits</a></li>
<li><a href="/rules/fumbles.html">Fumbles</a></li>
<li><a href="/rules/ose.html">Official OSE Rules</a></li>
<li><a href="/rules/custom.html">Custom Rules</a></li>
</ul>
</li>
</ul>
</li>
-->
</ul>
</nav>
<nav class="navBar" role="navigation">
<ul>
<li>
<a href="/about.html">About</a>
</li>
<li>
<a href="/planes/index.html">The Planes</a>
</li>
<li>
<a href="/classes/index.html">Classes</a>
</li>
<li>
<a href="/miscellanea.html">Miscellanea</a>
</li>
<li>
<a href="/campaign/index.html">Campaign Info</a>
</li>
</ul>
</nav>
</div>
<!-- NAVMAIN END -->

View File

@ -8,6 +8,8 @@ var menuLinksByOption = {
"Referees Only": "/rules/referees.html",
};
var title = (page.title ?? '').replace('HOSR ', '');
%>
<h2 class="pageTitle rulesTitle">
@ -21,9 +23,9 @@ var menuLinksByOption = {
<a
class="pageTitle-link pageTitle-sublink"
href="/<%= page.path %>"
id="<%= snakeCase(page.title) %>"
name="<%= snakeCase(page.title) %>"
><%= page.title %></a>
id="<%= snakeCase(title) %>"
name="<%= snakeCase(title) %>"
><%= title %></a>
<% } -%>
</h2>
@ -32,7 +34,7 @@ var menuLinksByOption = {
<div class="rulesMenu">
<div class="rulesVersion">
Version 0.9.1 / 2023-04-22
Version 0.9.2 / 2023-05-01
</div>
<ul>

View File

@ -7,7 +7,7 @@ content_type: feature
short_code: bfr
---
Someone who earns their keep via combat.
An adventurer that specializes in combat.
<div class='headlessTableWrapper'>

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@ -0,0 +1,15 @@
---
title: Champion
description:
date_pub: 2023-04-26T23:18:00-04:00
section: classes
content_type: feature
short_code: cch
status: draft
---
Infravision
Conjure Light Weapon
Arcane Spellcasting

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@ -2,11 +2,14 @@
title: Cleric
description:
date_pub: 2023-03-26T23:18:00-04:00
date_upd: 2023-04-27T22:42:00-04:00
section: classes
content_type: feature
short_code: ccc
---
Holy (or unholy) warrior-priests who serve one or more deities.
<div class='headlessTableWrapper'>
| | |

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@ -2,11 +2,14 @@
title: Fighter
description:
date_pub: 2023-03-27T23:04:00-04:00
date_upd: 2023-04-27T22:48:00-04:00
section: classes
content_type: feature
short_code: cfr
---
An adventurer that specializes in combat.
<div class='headlessTableWrapper'>
| | |

View File

@ -1,16 +1,22 @@
---
title: Custom Character Classes
description: Some unofficial characters classes for OSE.
title: Character Classes
description:
date_pub: 2023-02-17T00:15:00-05:00
date_upd: 2023-04-30T09:44:00-04:00
section: classes
content_type: feature
short_code: c1
---
- [Bloodmage](./bloodmage.html): Arcane spellcasters that use their own life force to cast spells.
- [Cleric](./cleric.html): Holy (or unholy) warrior-priests who serve one or more deities.
- [Corsair](./corsair.html): A sailor living a life of adventure on the high seas.
- [Astral Variety](./astral-corsair.html): A sailor living a life of adventure on the [astral plane](/astral).
- [Astral Variety](./astral-corsair.html): A sailor living a life of adventure on the [astral plane](/astral/index.html).
- [Fighter](./fighter.html): An adventurer that specializes in combat.
- [Knight](./knight.html): Honor-bound warrior that excels at mounted combat.
- [Mystic](./mystic/index.html): Warriors that spend their lives rigorously training both their minds and bodies, allowing them to channel their life force into special [mystic powers](./mystic/powers.html).
- [Paladin](./paladin.html): Holy (or unholy) knights on a quest for their deity.
- [Priest](./priest.html): Holy (or unholy) spellcasters who serve one or more deities.
- [Thief](./thief.html): Someone skilled at stealth-based retrieval.
- [Warlock](./warlock.html): Spellcasters that gain access to magic by making pacts with powerful, otherworldly beings.
- [Wizard](./wizard.html): A magic user, often in robes, who memorizes spells from their spellbooks.

View File

@ -2,6 +2,7 @@
title: Mystic class
description: The Mystic class for OSR gaming.
date_pub: 2023-04-01T11:17:00-04:00
date_upd: 2023-04-30T09:39:00-04:00
section: classes
content_type: feature
short_code: cmy
@ -9,7 +10,7 @@ short_code: cmy
[[toc]]
Mystics are warriors that spend their lives rigorously training both their minds and bodies, allowing them to channel their life force into special "mystic powers".
Mystics are warriors that spend their lives rigorously training both their minds and bodies, allowing them to channel their life force into special [mystic powers](./powers.html).
<div class='headlessTableWrapper'>

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@ -2,11 +2,14 @@
title: Priest
description:
date_pub: 2023-03-27T23:04:00-04:00
date_upd: 2023-04-30T09:44:00-04:00
section: classes
content_type: feature
short_code: cpr
---
Holy (or unholy) spellcasters who serve one or more deities.
[[toc]]
<div class='headlessTableWrapper'>

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@ -4,7 +4,7 @@ description: A local copy of the Creative Commons CC0 1.0 Universal license.
date_pub: 2023-03-18T17:19:00-04:00
section: licenses
content_type: feature
short_code: lcc0
short_code: 1cc0
---
_To the extent possible under law, [Eric Woodward](https://www.itsericwoodward.com/) has waived all copyright and related or neighboring rights to this work, which is published from: United States._

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---
title: Licenses
description: The licenses for the content on this site.
date_pub: 2023-04-26T22:30:00-04:00
section: license
content_type: feature
short_code: "11"
---
The following licenses are used on this site:
- [Creative Commons Attribution-ShareAlike 4.0 International (CC-BY-SA)](./cc-by-sa.html)
- [Creative Commons CC0 1.0 Universal](cc0.html)

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---
title: Flaming Sword of Lorwin
description:
date_pub: 2023-03-19T22:01:00-04:00
section: magic items
content_type: feature
short_code: mfs1
status: draft
---

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@ -0,0 +1,20 @@
---
title: Flaming Sword of Lorwin
description:
date_pub: 2023-05-01T17:57:00-04:00
section: magic items
content_type: feature
short_code: mfs
status: hidden
---
A high-quality bastard sword, exquisitely decorated with fire and dragon iconography.
### Flame
Bursts into flame when the command word ("Aegyt") is spoken, burning for up to 1 turn, and extinguishing automatically when sheathed.
While flaming:
- Casts light in 30' radius
- Can set things alight as a torch

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@ -1,14 +1,14 @@
---
title: Magic Items
description: A (growing) list magic items that can be found across the multiverse.
description: A growing list of magic items that can be found across the multiverse.
date_pub: 2023-02-19T18:50:00-05:00
date_upd: 2023-04-24T16:14:00-05:00
date_upd: 2023-04-26T22:44:00-04:00
section: magic items
content_type: feature
short_code: m1
short_code: m11
---
Below you'll find a small sampling of the magic items that can be encountered in the astral plane.
Below you'll find a growing list of magic items that can be found across the multiverse.
- [Astral Compass](./astral-compass.html): A magical device for navigating to a desired location on the astral plane.
- [The Crystal Skull of Jund](./crystal-skull-of-jund.html): A magical, elongated, and (apparently) nearly omniscient crystal skull.

12
src/pages/magic.md Normal file
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---
title: Magic
description: Resources and rules pertaining to magic.
date_pub: 2023-04-26T22:38:00-04:00
section: main
content_type: feature
short_code: m1
---
- [Magic Items](./magic-items/index.html): A growing list of magic items from across the multiverse.
- [Spells](./spells/index.html): A growing list of magic spells from across the multiverse.
- [Rules for Using Magic](./rules/magic.html): The HOSR magic rules.

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@ -7,6 +7,8 @@ content_type: feature
short_code: rdw
---
Short and hairy demihumans with an affinity for mining and crafting.
[[toc]]
<div class='headlessTableWrapper'>

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@ -1,8 +1,8 @@
---
title: Custom Character Races
description: TBD
title: Character Races
description:
date_pub: 2023-02-17T00:15:00-05:00
date_upd: 2023-04-24T17:18:00-05:00
date_upd: 2023-04-30T09:44:00-04:00
section: races
content_type: feature
short_code: r1
@ -11,6 +11,7 @@ short_code: r1
- [Automaton](./automaton.html): Mechanical beings powered by ancient, arcane magicks.
- [Dracokin](./dracokin.html): Lizardfolk with distant relations to dragons.
- [Drow](./drow.html): Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground.
- [Dawrf]: Short and hairy demihumans with an affinity for mining and crafting.
- [Felinar](./felinar.html): A race of anthropomorphic, catlike beings.
- [Firfolk](./firfolk.html): Magical, gray half-giants that live in harmony with nature.
- [Mimikin](./mimikin.html): A race of demihumans able to shift their physical forms at will.

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@ -1,43 +0,0 @@
---
title: Critical Hits
description: Critical hit tables
date_pub: 2023-02-19T18:15:00-05:00
section: rules
content_type: feature
short_code: rch
---
A natural 20 is a critical hit. Roll 1d20 on the Critical Hit Table to see what additional effect occurs.
<div class="dividedTableWrapper">
| 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 |
</div>
[^1]: Attempt another hit with same weapon
[^2]: Target must roll on fumble table
[^3]: Blood or debris blinds target for 1d4 rounds
[^4]: Reduce target's AC by 1 until armor repaired / healed
[^5]: Target loses an appendage.
[^6]: Blow stuns target for 1d6 rounds

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---
title: Custom Rules
description: The custom rules we play with.
date_pub: 2023-02-19T18:09:00-05:00
section: rules
content_type: feature
short_code: rcr
---
[[toc]]
### Character Creation
**Starting abilities** - Roll 4d6d1 (4d6, drop the lowest) for each ability, and assign them as desired.
**Hit dice** - The hit dice for each character class are increased by a die step (d4 -> d6 -> d8 -> d10 -> d12)
### Class-Specific Changes
- **Magic User** - In addition to daggers and staves, Wizards can also use shortswords and crossbows.
- **Ranger** - Animal Companion - #TODO: Needs rules
### Arcane Magic
**Read Magic** (NEW) - All arcane spellcasters are assumed to begin with the Read Magic spell in their spellbooks, in addition to any spells they can gain from their class.
#### New Spells
New spells for arcane spellcasters are acquired via the following methods:
- finding new spells through adventuring (for example, discovering a tome of spells in an unearthed crypt); or
- acquiring new spells from another magic-users own collection, or under another magic-users tutelage (note, however, magic is jealously guarded, and players should expect NPC magic-users to try and extract a high price for such knowledge, whether in actual coin, through servitude, or in return for a favor or the completion of a task).
- Reminder: The content of magical scrolls cannot be transferred to a players spell book. In short, these spell scrolls do not actually contain the magical formulae needed to know how to cast a spell, but rather represent spells that have already been prepared in a way so as to be cast by other individuals without the need for ritual preparations.
#### Creating Potions and Scrolls
Arcane spellcasters may create potions or scrolls regardless of their current level (although creating ones "above" their current level would be increasingly more difficult, ex: it would take quite a bit of research for a 1st level magic user to create a scroll containing a 3rd level spell). All arcane spellcasters are also alchemists. As such, all a spellcaster requires for a potion is a recipe, a laboratory (portable or permanent), and ingredients (expressed in actual rare ingredients that must be acquired or a simple monetary cost).
- Alchemical recipes are found in the same collections of arcane lore (i.e., spell books) that spells are; and therefore, they are just as carefully (and jealously) guarded as the spells.
- Players will be notified if such “books” contain any recipes during play.
#### Copying From a Spellbook
- Any spellbook can be read with Read Magic.
- Reading a spell in another caster's spellbook can greatly simplify research into that spell, dropping the time required from two weeks per spell level to two days per spell level, and cutting the cost from 1000 gp / level to 200 gp / level.
### Combat
**Sequence Per Combat Round (6s)** (REVISED)
1. Declare spells and melee movement.
2. Initiative: Each side rolls 1d6.
3. Winning side acts:
1. Monster morale
2. Movement and Action
4. Other sides act: In initiative order.
#### Movement and Action
- A character may move and perform up to one action during each round of combat.
- Except in certain circumstances, the move and action may be made in any order (although the move may not be split up).
- An action usually consists of one of the following:
- Making an attack (missile or melee),
- Casting a spell, or
- Moving again.
- A spellcaster cannot move after casting a spell in a given round.
- A spellcaster may move prior to spellcasting,
#### Readied Missile Attacks
- Missile attacks may be declared based on event triggers and held until the trigger occurs (for example: covering a door until a monster arrives).
- Even if the readied attack was declared in the previous round, the attack itself still counts as that character's attack for the round it triggers.
#### Dual Wielding
Characters with DEX or STR as a prime requisite may choose to wield two one-handed weapons, as follows:
- The secondary weapon must be of small size (e.g. a dagger or hand axe).
- (NEW) Rather than making separate attacks with each weapon (at 2 and 4, respectively), a duel-wielding character may elect to only make a single attack, but may roll 2d20 and pick the highest value for the attack.
**Fighting Defensively** (NEW) - All classes may elect to spend an entire combat round fighting defensively (parrying, blocking, dodging, feinting, etc.). Characters fighting defensively may not attack at all during the round and receive +2 AC bonus (+4 AC bonus for Fighters). This option may be used with the standard Fighting Withdrawal rule. Fighting defensively must be declared prior to determining Initiative.
**Attacking from Behind** (NEW) - Unaware targets attacked from behind grant the attacker a +2 bonus to hit (note that this bonus does not stack with other class-specific bonuses for backstabbing, like the +4 that Thieves and Assassins get).
**Mounted Attack Bonus** (NEW) - Mounted attacks (except with small/short weapons like a dagger) receive a +1 bonus to hit against foes on foot (unless the foe is a Huge/Gigantic monster).
### Healing
**Natural** - For each full night of rest, a character of level 1 or higher recovers 1 hit die of hit points.
**Rations** - Once per day of adventuring, a character of level 1 or higher may eat a ration while on a resting turn to recover 1 hit die worth of hit points.
### Languages
In addition to the standard languages listed Core Rules, the following languages may be chosen by player characters with high Intelligence (at the referees discretion):
- **Aerial** - the language of air elemental and spoken on the elemental plane of air (Aeria / the Zephyr)
- **Angelic** - the language of law elementals and spoken the elemental plane of law (Ange / the Firmament)
- **Aquan** - the language of water elementals and spoken on the elemental plane of water (Aquos / the Deep)
- **Demonic** - the language of chaos elementals and spoken on the elemental plane of chaos (Dema / the Abyss)
- **Infernal** - the language of the devils of Infernus and their masters, the Authority of the Pit.
- **Primordial** - the language shared by all elementals and spoken most places on the elemental planes.
- **Pyrean** - the language of fire elementals and spoken on the elemental plane of fire (Pyrea / the Pyre)
- **Terran** - the language of earth elementals and spoken on the elemental plane of earth (Terru / the Rock)
### Death & Dying
#### Bleeding Out
When a character takes damage that reduces them to 0 HP (or less), that character is considered to be bleeding out.
- While bleeding out, a character can not make any attacks, and can only move at 1/2 their normal movement rate.
- While a character is bleeding out, they may make a saving throw vs. death during the attack phase of each round to try and stabilize.
- On a successful save, they stabilize at 1 HP, but can't fight and can only move 1/2 speed until treated or healed.
- On a failed save, they lose 1 HP to blood loss, and can try again next round.
- The bleeding out may be stopped (and the character instantly healed back to 1 HP) if another character does one of the following:
- Applies first aid via a successful Wisdom check,
- Feeds the wounded character a healing potion, or
- Cures the wounds via healing magic (Cure Light Wounds, Cure Serious Wounds, etc.).
#### Poisoning
When a PC ingests poison, and they fail a Save vs. Poison, they instantly drop to 0 HP and are considered to be poisoned.
- While poisoned, a character can not make any attacks, and can only move at 1/2 their normal movement rate.
- While a character is poisoned, they may make a saving throw vs. poison during the attack phase of each round to avoid losing a hit point.
- The poison may be stopped (and the character instantly healed back to 0 HP) if another character does one of the following:
- Feeds the poisoned character the antidote to the poison (if one exists), or
- Cures the poison via healing magic (Neutralize Poison).
#### Dying
When a character is reduced to a number of HP below 0 equal to thier level (AKA at -[Level] HP), they must make a saving throw vs. death during the attack phase of each round to stay alive.
- If a character fails one of these saving throws, they are considered dead, and are usually permitted some heroic final words.
- A critical success on a death save restores the character to 1 HP and stops them from bleeding out.
- As with Bleeding Out, the character may be stabilized and instantly healed back to 1 HP if another character does one of the following:
- Applies first aid via a successful Wisdom check,
- Feeds the wounded character a healing potion, or
- Cures the wounds via healing magic (Cure Light Wounds, Cure Serious Wounds, etc.).

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---
title: DAGGR (Dungeon Adventuring with Generic Gaming Rules)
description:
date_pub: 2023-03-26T16:23:00-04:00
section: campaign
content_type: feature
short_code: rdag
status: hidden
---
<!--
Dungeon
Adventure
Role-Playing
Game
Heroic
Open
Classic
Old-School
Heroic Open Dungeon-Oriented RPG (HODOR)
Classic Heroic Open Role-gaming Engine (CHORE)
Classic Open Heroic O Role
DAGGR
Dungeon Adventure Game with Gratuitous Role-Playing
Dungeon Adventure Game with Generic Rules
Dungeon Adventuring with Generic Gaming Rules
-->
Designed to emulate the fun and fantasy of the earliest versions of the world's most famous roleplaying system, without getting bogged down by an excess of rules.
These rules are still a Work-in-Progress. If there's some rule or feature you need that isn't here yet (ex: spells), feel free to use the equivalent rule from your favorite B/X-compatible retroclone.
> If you don't have a favorite B/X-compatible retroclone, might I suggest [OSE](https://oldschoolessentials.necroticgnome.com/srd/index.php)?
>
> <cite>-- PV</cite>
[[toc]]
## How to Play
There is one _referee_. Everyone else is a _player_.
The referee's job is to describe what's happening in the game, and the players describe how their characters respond.
Sometimes, dice are rolled. These dice are described by how many sides they have (d4, d6, d8, d10, d12, d20, and d100).
## Doing Things
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for a _check_.
For most checks, roll a 20-sided die (d20) under a character's most relevant _ability_ score.
For hard (or very hard) tasks, you can subtract 1 (or 2) from the ability before the roll.
## Abilities
Each player character (_PC_) has 6 abilities that help to define how they can interact with the world.
**Strength (STR)** - Raw physical power, affects melee damage and carrying capacity.
**Dexterity (DEX)** - Speed and agility of movement, affects _armor class (AC)_ when under attack.
**Constitution (CON)** - Mettle and gumption, affects _hit points (HP)_ gained at each level.
**Intelligence (INT)** - Knowledge and reasoning, affects languages known and arcane magic.
**Wisdom (WIS)** - Experience and insight, affects divine magic.
**Charisma (CHA)** - Appearance and social capability, affects hirelings and pact magic.
## Saving Throws
When something (bad) happens to a character or monster, they can usually make a saving throw to avoid some (or all) of it.
To make one, roll 1d20 and consult the appropriate table (with higher results doing better).
**Death** - Poison, death ray, bleeding out.
**Aimed** - Wands and other aimed items.
**Restrain** - Paralysis, petrification, being buried alive.
**Blasts** - Breath weapons and other area effects.
**Spells** - General magic, including from rods and staves.
## Alignment
Cosmic principles that represent broad world views
**Law** - Order, truth, and justice. Typically prosocial.
**Chaos** - Anarchy, power, and chance. Typically pro-individual.
**Neutrality** - Balance, mediation, and detachment.
## 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
- If playing a legacy character, update starting XP appropriately.
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
## Combat
Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear advantage.
That having been said, fights do occur, and when they do, the following steps are performed:
1. **Stealth Check** - Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 1-in-6 (1 on 1d6) chance of not being spotted.
- The side with stealth gets a free attack (or can pass unnoticed), and if both sides have stealth, they miss each other.
2. **Declare Spells, Defending, and Retreats** - Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and which type of retreat).
3. **Roll Initiative** - Each side that can attack rolls 1d20, highest roll attacks first.
4. **Winning Side Goes** - Each character or monster gets a move and an action, with either one occurring first.
- **Morale Check** - Monsters who've been severely wounded or seen their leaders killed may flee. Roll 2d6 under morale score or the monsters surrender / flee.
- **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.
- **Action** - Do something, like _attack_, _defend_, _cast a spell_, or stowe an item.
- Spellcasters can't move after casting a spell.
5. **Change Sides** - Opposing side becomes active.
6. **Slow Weapons** - Resolve any slow weapons or end-of-round abilities.
7. **Repeat** - Return to step 2 and repeat until only one side remains.
### Readying Weapons
- Available weapons may be readied for free while moving (if hands are empty or currently held items are dropped).
- Stowing held weapons takes a full action.
### Attacking
Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC, roll for damage (again including any appropriate modifiers).
**From Behind** - +2 bonus to hit
**Mounted** - +1 bonus to hit most foes on foot.
**AC** - Character AC is usually determined by type of armor worn.
- **Shields** grant +1 AC when used.
- Can be destroyed to prevent a hit from inflicting damage
#### Melee Attacks
Melee attack rolls are modified based on the character's Strength.
| STR | Mod |
| :---: | :-: |
| 3 | -3 |
| 4-5 | -2 |
| 6-8 | -1 |
| 9-12 | +0 |
| 13-15 | +1 |
| 16-17 | +2 |
| 18+ | +3 |
Melee attacks are usually limited to 5' range.
Characters in melee combat with each other or other monsters are said to be **engaged**.
**Dual Wielding** - PCs with DEX 13+ can dual wield.
- If using 2 Light weapons, can make an attack with each one.
- If using a one-handed weapon and a Light weapon, can only make one attack, but gets +1 on the attack and damage rolls.
#### Missile Attacks
Missile attack rolls are modified based on the character's Dexterity.
| DEX | Mod |
| :---: | :-: |
| 3 | -3 |
| 4-5 | -2 |
| 6-8 | -1 |
| 9-12 | +0 |
| 13-15 | +1 |
| 16-17 | +2 |
| 18+ | +3 |
The range of missile attacks are usually determined by the type of missile used.
#### Critical Hits
A natural 20 is a critical hit. Roll 1d20 on the Critical Hit Table to see what additional effect occurs.
| 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 |
[^1]: **Free Attack** - Attempt another hit with same weapon
[^2]: **Target Fumble** - Target must roll on fumble table
[^3]: **Target Blinded** - Blood or debris blinds target 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
#### Fumbles
A natural 1 is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.
| 1d20 | Effect |
| :--: | :----------------------------------------------------: |
| 1 | Stumble, weapon breaks |
| 2 | Stumble, automatic hit on closest ally within 10'[^1] |
| 3 | Stumble, next attack against is automatic critical hit |
| 4 | Stumble, can't attacks until end of next round |
| 5 | Stumble, can't attack until next round |
| 6 | Stumble, next attack against is automatic hit |
| 7 | Stumble, hit self for maximum damage[^1] |
| 8 | Stumble, hit self for regular damage[^1] |
| 9 | Stumble, all rolls next round get -2 |
| 10 | Stumble, go last in initiative next round |
| 11 | Fall down (prone) and drop weapon 30' away |
| 12 | Fall down (prone) and drop weapon 20' away |
| 13 | Fall down (prone) and drop weapon 10' away |
| 14 | Fall down (prone) and drop weapon nearby |
| 15 | Fall down (prone) |
| 16 | Drop weapon 30' away |
| 17 | Drop weapon 20' away |
| 18 | Drop weapon 10' away |
| 19 | Drop weapon at feet |
| 20 | Fumble weapon, but maintain hold |
[^1]: **Automatic Hits** - Roll 1d20 to check for critical, but ignore further fumbles.
### Defending
Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.). Gets +2 AC. Can be used with **Fighting Retreat**.
### Movement
Most characters can move 40' in a combat round.
**When Engaged** - Can't move away from foe without retreating.
**When Prone** - Use 1/2 movement to stand up.
### Retreating
Engaged characters that wish to move away can either make a fighting retreat, or a full retreat.
- **Fighting Retreat** - Can move backwards at 1/2 their normal movement rate while still taking an attack or defend action, while avoiding giving enemies a free attack.
- **Full Retreat** - Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus.
## Health, Damage and Dying
Starting HP is based class and race. When damage is taken, HP is lost.
Monsters and NPCs usually die at 0 HP.
PCs at 0 HP (or lower) make a **Saving Throw vs Death** each round of combat.
- On success, stabilize at 1 HP (no need to continue saving vs death), but can't fight and can only move 1/2 speed until treated or healed.
- On fail, lose 1 HP to blood loss and try again next round.
At -(level) HP (or lower), save or die.
After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP.
Once per day, during a short rest (10 minutes), eat a ration to regain 1 HD worth of HP.
## Knowledge & Languages
**Identifying (Magic) Items** - INT check
**Medical Treatment** - INT check, success restores ability to move and fight (after nearly dying).
- Can't be used on oneself.
**Languages Known**
| INT | Spoken Languages | Read? |
| :---: | :--------------: | :---: |
| 3 | Native (broken) | No |
| 4-5 | Native | No |
| 6-8 | Native | Basic |
| 9-12 | Native | Yes |
| 13-15 | Native + 1 | Yes |
| 16-17 | Native + 2 | Yes |
| 18+ | Native + 3 | Yes |
## Encumbrance
PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10).
- Leather armor counts as 1 item, chain-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).
## Time
Time is often represented at different scales:
- A combat round is 10 seconds long.
- An exploration turn takes 10 minutes.
- A watch takes 4 hours.
- A long rest takes 8 hours.
## Exploration Procedure
The general steps to take when exploring (dungeon, wilderness, etc.)
1. **Setup** - Referee describes the situation
2. **Marching Order** - Party determines general exploration process
3. **Complication Check** - Referee rolls the complication die to see what effect it has.
4. **Actions / Responses / Complications** - Party declares actions, referee describes the results (and any complications).
5. **End Turn / Watch** - When the party's gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
- Dungeon: 120'
- Wilderness: 12 miles
6. **Repeat** - Return to step 2 and repeat until the adventuring ends.
### Complication Check
Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since they last occurred).
1. **Encounter** - Wandering monster, social encounter, or some other random interaction.
2. **Signs** - Indications of possible encounter nearby - could be a clue, monster tracks, etc.
3. **Locality** - Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc.
4. **Exhaustion** - Take a rest turn (short rest) or (additional) -1 to all rolls until you do.
5. **Light Source** - Torches go out, lanterns go out every third time.
6. **No Complications**
### Listening at Doors
Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noise.
- Referee makes this roll.
### Opening Doors
**Locked Doors** - Can be picked or broken.
- Picking a lock takes 1d6 minutes.
**Stuck Doors** - Can be unstuck or broken.
Doors always break on a 1. Failure can affect stealth / surprise.
| STR | Unstick | Break |
| :---: | :-----: | :----: |
| 3-8 | --- | 1-in-6 |
| 9-12 | 2-in-6 | 1-in-6 |
| 13-15 | 3-in-6 | 2-in-6 |
| 16-17 | 4-in-6 | 3-in-6 |
| 18+ | 5-in-6 | 4-in-6 |
## Monsters and NPCs
_Monster Saving Throws_
| HD | Death | Wielded | Paralyze | Blasts | Spells |
| :---: | :---: | :-----: | :------: | :----: | :----: |
| 0 | 14 | 15 | 16 | 17 | 18 |
| 1-3 | 12 | 13 | 14 | 15 | 16 |
| 4-6 | 10 | 11 | 12 | 13 | 14 |
| 7-9 | 8 | 9 | 10 | 10 | 12 |
| 10-12 | 6 | 7 | 8 | 8 | 10 |
| 13-15 | 4 | 5 | 6 | 5 | 8 |
| 16-18 | 2 | 3 | 4 | 3 | 6 |
| 19-21 | 2 | 2 | 2 | 2 | 4 |
| 22+ | 2 | 2 | 2 | 2 | 2 |
_Monster Attack Modifiers_
| Max HD | Mod | Max HD | Mod |
| :----: | :-: | :----: | :-: |
| 0 | -1 | 9 | +7 |
| 1 | +0 | 11 | +8 |
| 2 | +1 | 13 | +9 |
| 3 | +2 | 15 | +10 |
| 4 | +3 | 17 | +11 |
| 5 | +4 | 19 | +12 |
| 6 | +5 | 21 | +13 |
| 7 | +6 | 22+ | +14 |
Monsters with bonus hit points (ex: HD X+1) attack as one HD higher.
### Reaction Rolls
If monster / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to interact)
**Reaction Table**
| 2d6 | Result |
| :-: | :-----: |
| 2- | Attack! |
| 3 | Hateful |
| 4 | Leery |
| 5 | Rude |
| 6 | Aloof |
| 7 | Neutral |
| 8 | Partial |
| 9 | Cordial |
| 10 | Amiable |
| 11 | Helpful |
| 12+ | Family! |
_Charisma Modifier_
| CHA | Mod |
| :---: | :-: |
| 3 | -2 |
| 4-8 | -1 |
| 9-12 | +0 |
| 13-17 | +1 |
| 18+ | +2 |
## Spellcasting
Spells are patterns of energy that can be manipulated by some characters, known as spellcasters.
**Spell List** - Each class has an associated list of spells.
**Memorizing Spells** - Takes one hour, can only be done at start of day.
- A characters level determines how many spells they can memorize at one time.
- The same spell may be memorized more than once, if the character can memorize more than one spell of that level.
**Casting Spells** - Memorized spells are cast by replicating necessary hand gestures and spoken words.
- When a spell is cast, it is erased the the caster's mind.
- The caster must be able to speak and move their hands freely (ex: can't be gagged, bound, or magically silenced).
- The target (a specific monster, character, object, or area of effect) must be visible to the caster (unless stated otherwise).
- The caster must have one hand free (or a magic item in one hand).
**Spell Effects**
- Some spells affect multiple targets, either by area or by Hit Dice total. If the spell doesn't say how to select the targets, the referee decides.
- Some spells require the caster to concentrate to maintain the spell's effect. Performing any other action or being distracted (ex: attacked) causes concentration to end.
- Multiple spells cannot increase the same ability (e.g. bonuses to attack rolls, AC, damage rolls, saving throws, etc.). Spells that affect different abilities can be combined, just as spells can be combined with the effects of magical items.
**Magical Research** - New spells may be learned / created via research.
- Requires access to information (ex: library, other spellbooks, etc.) .
- Takes 2 weeks, and 1000 standard coins per spell level.
**Arcane Magic** - Arcane spell casters memorize spells from their spell books, which must be close at hand.
- If a spell can be reversed, its form must be selected when the spell is memorized
- Both forms can be memorized if the character can memorize more than one spell of the given level.
- Spells may be learned from a higher-level mentor (1 week / spell), copied from a scroll or (deciphered) spellbook, or from research.
- Lost spell books can be rebuilt spell-by-spell, with each spell taking 1 week of game time and 500 standard coins per spell level.
- Arcane casters can use arcane magic items and scrolls for spells on spell list.
| INT | SS | CC |
| :---: | :-: | :-: |
| 3 | 1 | 20 |
| 4-5 | 1 | 30 |
| 6-8 | 2 | 40 |
| 9-12 | 3 | 50 |
| 13-15 | 4 | 65 |
| 16-17 | 5 | 80 |
| 18+ | 6 | 95 |
- **Starting Spells (SS)** - The number of starting spells in a new caster's spell book.
- **Copy Chance (CC)** - The chance to copy spells scrolls and other sources into spellbook. Roll 1d100, result under score is success, failure means can't try again until next XP level.
**Divine Magic** - Divine spell casters memorize spells through prayer to their gods. When praying for spells, they may choose any spells in their class spell list that they are of high enough level to cast.
- Divine casters must be faithful to the tenets of their alignment, clergy, and religion.
- If they ever fall out of favor with their deity, penalties may be imposed (ex: -1 to attack, a reduction in spells, or being sent on a perilous quest).
- To regain favor, they would need to perform a great deed for their deity (referee's choice - ex: donating relics or gold, building a temple, converting others to the religion, etc.).
- Divine casters can cast reversed versions spells (possibly gaining deity disfavor).
- **Lawful characters** - Only use reversed spells in dire circumstances.
- **Chaotic characters** - Usually use reversed spells, only using normal spell versions to benefit their allies.
- **Neutral characters** - Usually favor either normal or reversed spells, depending on the deity.
- Divine casters can use divine magic items and scrolls for spells on their spell list.
**Ritual Magic** - Some spells may be cast without being memorized / granted through prayer or supplication.
- Ritual spells are often complicated, taking several minutes (or turns) to cast.
- Rituals are many and varied - some can even be performed by non-spellcasters (with proper instruction).
- Some rituals require a blood sacrifice or other difficult to obtain component.
### Magic Saves
Saving throws versus magical effects get an additional modifier, based on the character's Wisdom.
| WIS | Mod |
| :---: | :-: |
| 3 | -3 |
| 4-5 | -2 |
| 6-8 | -1 |
| 9-12 | +0 |
| 13-15 | +1 |
| 16-17 | +2 |
| 18+ | +3 |
## Advancement
As the adventures continue, treasure is acquired and monsters are vanquished, all adding to the PCs XP total.
- Each standard coin worth of treasure gained is worth 1 XP, and each monster has an XP value awarded for beating them (one way or another).
- The total XP are then divided amongst the PCs and any hirelings they have (at 1/2 share per hireling).
- Players running multiple characters gets a full share for their first PC and a half-share for the second, although they choose how to distribute the points.
- Referees may increase the derived value arbitrarily.
- Once a PC acquires enough XP, they go up to the next level in their class.
## Legal Information
> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

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---
title: Fumbles
description: Fumble tables
date_pub: 2023-02-19T18:18:00-05:00
section: rules
content_type: feature
short_code: rf1
---
A natural 1 is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.
<div class="dividedTableWrapper">
| 1d20 | Effect |
| ---- | ------------------------------------------------------ |
| 1 | Stumble, weapon breaks |
| 2 | Stumble, automatic hit[^1] on closest ally within 10' |
| 3 | Stumble, next attack against is automatic critical hit |
| 4 | Stumble, can't attacks until end of next round |
| 5 | Stumble, can't attack until next round |
| 6 | Stumble, next attack against is automatic hit[^1] |
| 7 | Stumble, hit self for maximum damage |
| 8 | Stumble, hit self for regular damage |
| 9 | Stumble, all rolls next round get -2 |
| 10 | Stumble, go last in initiative next round |
| 11 | Fall down (prone) and drop weapon 30' away |
| 12 | Fall down (prone) and drop weapon 20' away |
| 13 | Fall down (prone) and drop weapon 10' away |
| 14 | Fall down (prone) and drop weapon nearby |
| 15 | Fall down (prone) |
| 16 | Drop weapon 30' away |
| 17 | Drop weapon 20' away |
| 18 | Drop weapon 10' away |
| 19 | Drop weapon at feet |
| 20 | Fumble weapon, but maintain hold |
</div>
[^1]: Roll 1d20 to check for critical, but ignore further fumbles.

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---
title: House Rules
description: House rules for playing OSE
date_pub: 2023-02-19T18:16:00-05:00
section: rules
content_type: feature
short_code: r1
---
- [Official OSE Rules](./ose.html)
- [Custom Rules](./custom.html)
### Tables
- [Critical Hit Table](./critical-hits.html)
- [Fumble Table](./custom.html)

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---
title: Official OSE Rules
description: The official OSE rules we play with
date_pub: 2023-02-19T18:16:00-05:00
section: rules
content_type: feature
short_code: r1
---
The official (but optional) OSE rules we play by.
[[toc]]
### Core Rules
The core rules are available for free in the [OSE System Reference Document (SRD)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page). They can also be found in either of the Player's Rules Tomes (Classic or Advanced).
### Additional (Official Optional) Rules
#### From the Core Rules
In addition to the core rules outlined in the SRD / Classic Fantasy Rules Tome, we use the following optional rules:
- Ascending AC
- Re-Rolling 1s and 2s on HP
- Monster Morale
- Monster Invulnerabilities
- Subduing (for truly suicidal characters)
#### From the Advanced Fantasy Rules
We also use the following rules from the Advanced Fantasy Genre Rules / Advanced Player's Rules Tome:
- Extra Character Classes
- Character Races
- Magic-Users and Staves (but see below)
- Most of The Combat Options
- Attacking with Two Weapons
- Charging into Melee
- Parrying
- Splash Weapons
- Both of The Magic Options
- Raising the Dead
- Spell Books and Learning Spells
- Secondary Skills
### From Carcass Crawler #1
#### Class-Specific Changes
- **Fighter** - Combat Talents

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@ -1,7 +1,7 @@
---
title: "Core Rules: Adventuring"
title: "HOSR Core Rules: Adventuring"
description:
date_pub: 2023-04-22T16:42:00-04:00
date_pub: 2023-04-26T23:02:00-04:00
section: rules
content_type: feature
short_code: rha
@ -36,6 +36,12 @@ Starting HP is based class and race. When damage is taken, HP is lost.
- Can't be used on oneself.
**Secret Languages** - Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language.
### Perception Checks
Generally, perception can be checked by rolling highest of INT or WIS.
<div class="dividedTableWrapper">
| INT | Spoken Languages | Read? |

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---
title: "Core Rules: Basics"
title: "HOSR Core Rules: The Basics"
description:
date_pub: 2023-04-22T16:41:00-04:00
date_pub: 2023-04-26T22:53:00-04:00
section: rules
content_type: feature
short_code: rhb

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---
title: "Core Rules: Combat"
title: "HOSR Core Rules: Combat"
description:
date_pub: 2023-04-22T16:42:00-04:00
date_upd: 2023-04-26T23:02:00-04:00
section: rules
content_type: feature
short_code: rhc

14
src/pages/rules/index.md Normal file
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@ -0,0 +1,14 @@
---
title: HOSR Core Rules
description: The core rules for the HOSR system.
date_pub: 2023-04-26T22:50:00-04:00
section: rules
content_type: feature
short_code: rh1
---
- [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, Encumberance, Procedures for Exploration, and Advancement.
- [Magic](./magic.html): Rules for Magic and Spellcasting.
- [Referees Only](./referees.html): Rules and tables for referees only

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---
title: "Core Rules: Magic"
title: "HOSR Core Rules: Magic"
description:
date_pub: 2023-04-22T16:42:00-04:00
section: rules

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@ -1,7 +1,8 @@
---
title: "Core Rules: Referees Only"
title: "HOSR Core Rules: Referees Only"
description:
date_pub: 2023-04-23T00:04:00-04:00
date_upd: 2023-04-26T23:02:00-04:00
section: rules
content_type: feature
short_code: rhr
@ -27,6 +28,10 @@ short_code: rhr
[Creature Saving Throws]
</div>
<div class="dividedTableWrapper">
| Max HD | Mod | Max HD | Mod |
| :----: | :-: | :----: | :-: |
| 0 | -1 | 9 | +7 |
@ -44,6 +49,35 @@ short_code: rhr
Creatures with bonus hit points (ex: HD X+1) attack as one HD higher.
<div class="dividedTableWrapper">
| Creature HD | Base XP | + XP per \* |
| :---------: | :-----: | :---------: |
| Less than 1 | 5 | 1 |
| 1 | 10 | 3 |
| 1+ | 15 | 4 |
| 2 | 20 | 5 |
| 2+ | 25 | 10 |
| 3 | 35 | 15 |
| 3+ | 50 | 25 |
| 4 | 75 | 50 |
| 4+ | 125 | 75 |
| 5 | 175 | 125 |
| 5+ | 225 | 175 |
| 6 | 275 | 225 |
| 6+ | 350 | 300 |
| 77+ | 450 | 400 |
| 88+ | 650 | 550 |
| 910+ | 900 | 700 |
| 1112+ | 1,100 | 800 |
| 1316+ | 1,350 | 950 |
| 1720+ | 2,000 | 1,150 |
| 2121+ | 2,500 | 2,000 |
[XP Awards for Defeated Creatures]
</div>
#### Reaction Rolls
If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to interact).
@ -66,6 +100,10 @@ If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone t
[Reaction Table]
</div>
<div class="dividedTableWrapper">
| CHA | Mod |
| :---: | :-: |
| 3 | -2 |

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---
title: Magic Spells
description: A (growing) list magic spells from across the multiverse.
date_pub: 2023-04-24T16:17:00-05:00
description: A (growing) list of magic spells from across the multiverse.
date_pub: 2023-04-24T16:17:00-04:00
date_upd: 2023-04-26T22:42:00-04:00
section: spells
content_type: feature
short_code: s1
---
Below you'll find a small sampling of magic spells that can be encountered in the astral plane.
Below you'll find a growing list of magic spells from across the multiverse.
- [Detect Magic](./detect-magic.html)
- [Fear](./fear.html)