Add Encounters

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Eric Woodward 2023-06-26 16:42:24 -04:00
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commit e7cb4763be
20 changed files with 482 additions and 309 deletions

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@ -88,6 +88,7 @@ module.exports = async (config) => {
filePath = path.join(pagePath, file),
// read page file
data = fse.readFileSync(filePath, "utf-8"),
info = fse.statSync(filePath, "utf-8"),
// render page
{ attributes, body } = frontMatter(data),
{ content_type: contentType, tags: originalTags = [] } =
@ -123,6 +124,7 @@ module.exports = async (config) => {
page: {
name,
...attributes,
date_upd: attributes?.date_pub !== info.mtime ? info.mtime : '',
body: updatedBody,
destPath,
filePath,

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@ -1,6 +1,6 @@
{
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"version": "0.11.2",
"description": "",
"main": "index.js",
"scripts": {

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@ -1,25 +1,26 @@
{
site: {
title: "The Planar Vagabond's Guide to the Multiverse",
author: {
name: "Eric Woodward",
email: "redacted@planarvagabond.com", // not used
photo: "/images/eric-8bit.gif",
site: "https://itsericwoodward.com",
},
site: {
title: "The Planar Vagabond's Guide to the Multiverse",
author: {
name: "Eric Woodward",
email: "redacted@planarvagabond.com", // not used
photo: "/images/eric-8bit.gif",
site: "https://itsericwoodward.com",
},
base_uri: "",
robots: "index,follow",
language: "en-us",
copyright: "Copyright 2023 Eric Woodward, licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.",
basePath: "",
uri: "https://www.planarvagabond.com",
},
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srcPath: "src",
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robots: "index,follow",
language: "en-us",
copyright: "Copyright 2023 Eric Woodward, licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.",
basePath: "",
uri: "https://www.planarvagabond.com",
search_uri: "www.planarvagabond.com",
},
build: {
srcPath: "src",
outputPath: "out",
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serve: {
port: 4997,
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@ -1,11 +1,13 @@
<!-- Not in use yet -->
<div class="rulesMenu">
Version 0.9.3 / 2023-05-18
Version 0.11.2 / 2023-06-18
- [Basics](/rules/basics.html)
- [Combat](/rules/combat.html)
- [Adventuring](/rules/adventuring.html)
- [Magic](/rules/magic.html)
- [Referees Only](/rules/referees.html)
- [Basics](/rules/basics.html)
- [Combat](/rules/combat.html)
- [Adventuring](/rules/adventuring.html)
- [Magic](/rules/magic.html)
- [Referees Only](/rules/referees.html)
</div>

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<!---
date_pub: 2023-06-12T08:54:00-04:00
-->
As of last session, it is the **middle of the 2nd phase of the 1st Warday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.

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@ -24,7 +24,7 @@
<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 type="hidden" name="sites" value="<%= site.search_uri %>" />
<input aria-label="Search" type="submit" class="searchBox-go" value="🔍">
</form>
</div>

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@ -34,7 +34,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
<div class="rulesMenu">
<div class="rulesVersion">
Version 0.11.0 / 2023-05-22
Version 0.11.2 / 2023-06-18
</div>
<ul>

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@ -2,7 +2,6 @@
title: Astral Adventuring
description: Notes and rules for adventuring in the astral plane.
date_pub: 2023-02-19T15:10:00-05:00
date_upd: 2023-04-24T18:05:00-04:00
section: astral
content_type: feature
short_code: aa1
@ -10,28 +9,48 @@ short_code: aa1
[[toc]]
### Sequence of Play Per Day
### Astral Travel Procedure
1. Decide course: The players decide on their course of travel for the day.
2. Losing direction: The referee determines whether the party gets lost.
3. Wandering creatures: The referee makes checks as applicable.
4. Description: The referee describes the regions passed through and any sites of interest that the party comes across, asking players for their actions, as required. If creatures are encountered, follow the procedure described in Encounters.
5. End of day: The referee updates time records, with special attention to spell durations.
The steps to take for each phase of astral travel:
### Astral Currents
1. **Setup**: Referee describes the situation
2. **Decide Course**: Players decide on their course of travel for the phase and any planned activities for the day.
3. **Complication Check**: Referee makes a complication check.
4. **Description**: Referee describes the regions passed through, any points of interest that the party comes across, and any complications they encounter.
5. **Actions / Responses / Complications** - Party declares actions, referee describes the results.
6. **End of Phase**: The referee updates time records.
7. **Repeat**: Return to step 2 and repeat until travel ends.
Invisible flows of psychic energy that permeate and swirl around the astral plane.
#### Complication Check
- Creatures move up to 10x faster when moving with the current (or faster).
Roll 1d6, ignoring results of 4+ for the first 2 checks.
- Ships designed to ride on these currents are called **AstralJammers**.
- An encounter check is typically rolled once every other day, but the referee may choose to make more checks (ex: when near a [port](#portals) or [outpost](#outposts)), up to 1 per day (or even 1 per phase).
- The chance of encountering a wandering creature is typically 1-in-6 in the deep astral, 2-in-6 near other ports or outposts.
**Distance**: Wandering creatures are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.
**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day.
1. **Encounter**: Wandering creature, social encounter, or some other random interaction.
2. **Signs**: Indications of possible encounter nearby - could be a clue, indications of a creature nearby, etc.
3. **Locality**: Some environmental or external event that affects the PCs - psychic storm, fragment, etc.
4. **Pilot / Ship Issue**: Pilot / power source exhaustion or some other ship complication, takes 1d6 shifts to resolve and resume travel (50% chance the ship will have to remain in dock for 1d6 phases to make additional repairs).
5. **Lose Direction**: Each phase spent moving in the wrong direction adds 1d4-1 additional phases of travel.
6. **No Complications**
**Frequency of Check**
- In the deep astral, check once every other day (once per every 6 phases).
- Near an outpost or port (within 1-2 days travel), check once per day, or even once per phase (for busy outposts).
### Calendar
As of last session, it is the **middle of the 1st phase of the 1st Fyday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
!!!include(today.md)!!!
- Each day on the astral plane is broken up into 3 phases of 24 astral-hours (to keep the astral calendars in sync with the material planes).
- There are 6 days in a week, 5 weeks in a month, 3 months in a season, and 4 season in a year.
- Additionally, each phase while travelling on an astral cruiser is broken up into 3 shifts.
- There are 3 shifts in a phase, 3 phases in a day, 6 days in a week, 5 weeks in a month, 3 months in a season, and 4 season in a year.
- Each day is named after one of the elements:
- Urtday (Earth)
- Aerday (Air)
@ -46,9 +65,17 @@ As of last session, it is the **middle of the 1st phase of the 1st Fyday of Urts
- Fyson (Fire)
- Warson (Water)
### Currents
Invisible flows of psychic energy that permeate and swirl around the astral plane.
- Creatures move up to 10x faster when moving with the current (or faster).
- Vessels designed to ride on these currents are called **astral cruisers**.
- They can use the currents to move at [travel](#travel) speed.
### Distance and Measurement
- Ranges are measured in yards, rather than feet (so **3x**).
- Ranges are measured in yards, rather than feet (3x increase).
- Areas of spell effects, blasts, etc. are still measured in feet.
- Movement rates:
- For creatures - measured in feet.
@ -71,9 +98,9 @@ Evasion chance is determined by difference between the movement rates of the two
- Pursuing side closes in on fleeing side
- Distance between sides decreases by the difference between their movement rates (minimum 30' per round).
#### Astralborne Evasion
#### Ship-Based Evasion
- Vessel use the same table, replacing feet with yards in the measurements speed.
- Vessels use the same table, replacing feet with yards in the measurements speed.
<div class="dividedTableWrapper">
@ -90,116 +117,109 @@ Evasion chance is determined by difference between the movement rates of the two
</div>
### Encounters
- An encounter check is typically rolled once every other day, but the referee may choose to make more checks (ex: when near a [port](#portals) or [outpost](#outposts)), up to 1 or 2 per day.
- The chance of encountering a wandering creature is typically 1-in-6 in the deep astral, 2-in-6 near other ports or outposts.
#### Distance
Encounters between ships usually start 1400 + (1d6\*100) yards out (about a mile apart).
- Wandering creatures are encountered 4d6 × 10 yards away.
- If any side is stealthy, this is reduced to 1d4 × 10 yards.
- Astral encounters between ships usually start 1400 + (1d6\*100) yards out (about a mile, the distance that ships auto drop out of slipstream / travel speed when they encounter something )
**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day.
### Fragments
Pieces of other planes (usually floating) in the astral plane. The shape is typically determined by the plane of origin:
- **Fire** - Fragments from the elemental plane of fire are usually globes of elemental fire (used in Dwarven fire engines and some Drahki weapons).
- **Water** - Fragments from the elemental plane of water are usually globes of water.
- **Earth** - Fragments from the elemental plane of earth are usually irregularly-shaped chunks of rock and dirt.
- **Fire**: Fragments from [the elemental plane of fire](/planes/elemental.html) are usually globes of elemental fire (used in Dwarven fire engines and some Drahki weapons).
- **Water**: Fragments from [the elemental plane of water](/planes/elemental.html) are usually globes of water.
- **Earth**: Fragments from [the elemental plane of earth](/planes/elemental.html) are usually irregularly-shaped chunks of rock and dirt.
- Large fragments of earth are called **islands**, and often used to support a stronghold or outpost in the astral void.
- **Air** - Fragments from the elemental plane of air are usually globes of air (used to supply some ships traveling to airless planes)
- **Chaos** - Fragments from the elemental plane of chaos are usually jet black globes, and tend to function as spheres of annihilation.
- **Law** - Fragments from the elemental plane of law are usually globes of crackling, radiant energy.
- **Air**: Fragments from [the elemental plane of air](/planes/elemental.html) are usually globes of air (used to supply some ships traveling to airless planes)
- **Chaos**: Fragments from [the elemental plane of chaos](/planes/elemental.html) are usually jet black globes, and tend to function as spheres of annihilation.
- **Law**: Fragments from [the elemental plane of law](/planes/elemental.html) are usually globes of crackling, radiant energy.
- It's believed that these arise spontaneously when a fragment from the plane of chaos appears, and are equal in size to the chaos ones.
- When a fragment of law and chaos are combined, the resulting release of energy can be seen for thousands of miles around.
- When a fragment of law and chaos are combined, the resulting release of energy looks like white and black ligthning, and can be seen for thousands of miles around.
### Gravity
**Subjective gravity**: Capable creatures (INT 5 or greater) can change "down" with a thought (CHA check if under duress).
- Subjective, with capable creatures (INT 5 or greater) able to change "down" with a thought (CHA check if under duress).
- Falling speed is INT x 30' / combat round, specific maneuvers require a CHA check.
- Objects float in space unless able to move on their own (as above) or acted upon by an external force.
- Unintelligent creatures fall "down" at 100' / round.
**Falling / Flying**: Speed is INT x 30' / round (INT x 10' / encounter), specific maneuvers require a CHA check.
### Languages
**Free floating**: Objects float in space unless able to move on their own (as above) or acted upon by an external force.
- Alignment languages are the same throughout the multiverse.
- The same version of Common is spoken throughout the multiverse, with only the perceived accent of a speaker changing (along with certain slang).
- Each racial language spoken and written on a given plane is a dialect of that same language on other planes.
**Unintelligent creatures**: Fall "down" at 100' / round.
#### Meless Weapons
### Losing Direction
**With a navigator aboard**: The chance of getting lost is 1-in-6.
**Without a navigator aboard**: The chance of getting lost is 100% in the open astral void and 2-in-6 within sight of an astral body.
**Effects**: See [Losing Direction](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hazards_and_Challenges).
- Gain an additional attack range option, **Distant**:
- -4 to attack rolls.
- Range is 1 mile.
### Outposts
A stronghold, shop, or town in the astral plane, usually established on a large island.
**Docks**: Those interested in trade will have one (or more) docks for passing ships.
**Ports**: Outposts with permanent portals to other planes.
- Those interested in trade will have one (or more) docks for passing ships.
- Outposts with [permanent portals](#portals) to other planes are called **ports**.
### Psychic Clouds
Thin streams of psychic "vapor", hundreds to thousands of miles across, which appear as clouds when viewed from distance.
**Psychic Storms** - Enormous storms of psychic energy which can disable a ship as well as its crew. Often found crawling with astral zombies. Best to avoid.
- Psychic Storms are enormous storms of psychic energy which can disable a ship as well as its crew. Often found crawling with astral zombies. Best to avoid.
### Portals
**Use**: Step through to arrive on the destination plane.
Usually manifest as flat, shimmering discs of various colors that appear to float in place.
**Destination**: Can lead to any other plane (Inner, Outer, or Material).
**Color**: Each different destination has its own color, and a portal leading to a character's home plane will always look silver to them.
**Directionality**: Most portals (99%) are one-way, and only visible (when open) from the entry side, but become two-way for 1d4 rounds after a character steps through.
**Duration**: Most portals (99%) are temporary, lasting 1d20 hours.
**Interactivity**: Can be opened, closed, or made translucent (allowing characters to see the other end for one turn) with a successful CHA check within 60' of the portal.
**Pools**: Temporary portals which lead from the astral to other planes.
**Ports**: Permanent portals to other planes, often established on a island and attached to an outpost.
- Can be used by passing through to arrive on the destination plane.
- May lead to any other plane (Inner, Outer, or Material).
- Each different destination has its own color, and a portal leading to a character's home plane will always look silver to them.
- Most portals (99%) are temporary, lasting 1d20 hours.
- Most portals (99%) are one-way, and only visible (when open) from the entry side, but become two-way for 1d4 rounds after being passed through.
- An open portal may be be closed or made translucent (allowing characters to see the other end for one turn) with a successful CHA check within 60' of the portal.
- Temporary portals which lead from the astral to other planes are called **pools**.
- Permanent portals which lead from the astral to other planes are called **ports**, and are usually established on a island and attached to an [outpost](#outposts).
### Surprise
Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (e.g. thick astral clouds, psychic storm) may alter this.
Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (ex: thick astral clouds, or a psychic storm) may alter this.
### Temperature
The ambient temperature in the astral plane tends towards the tepid side for most humans and demihumanas, being roughly equivalent to a war spring day in a temperate climate.
The ambient temperature in the astral plane tends towards the tepid side for most humans and demihumanas, being roughly equivalent to a warm spring day in a temperate climate.
### Time
**Quickened**: 3 rounds pass in the astral plane for each round that passes in a Material Plane.
- Time is quckened: 3 rounds pass in the astral plane for each round that passes in a Material Plane.
- Spells cast in the Astral plane appear to last 3 times as long as listed
**Effects Stopped**: The effects of time don't happen while on the astral plane. This means that characters in the Astral Plane:
- do not age,
- do not need to breathe,
- do not need to eat or drink (which also means that they can't expend a ration to heal), and
- do not need to sleep (which also means that they can't heal from sleep), although they do still need to rest for 8 hours each day
- The effects of time don't happen while on the astral plane. This means that characters in the Astral Plane:
- do not age,
- do not need to breathe,
- do not need to eat or drink (which also means that they can't expend a ration to heal), and
- do not need to sleep (which also means that they can't heal from sleep), although they do still need to rest for 8 hours each day
### Travel
**By Ship** - Travel between most ports under the control of the Astral Trade Union takes 1d6+2 days.
Travel by astral cruiser (via the [astral currents](#astral-currents)) to any known location within the astral plane usually takes 3-30 days.
**Without a Ship** - The vast distances between landmarks means one could fall for weeks, months, or even years before coming across any other creatures.
**Docking**: It takes 1 turn for a ship to dock, and 1 turn for it to disembark.
- Travel between most ports under the control of the Astral Trade Union only takes 1d6+2 days.
- Without a ship, the vast distances between landmarks means one could fall for weeks, months, or even years before coming across any other creatures.
- It takes 1 turn for a ship to dock, and 1 turn for it to disembark.
### Visibility
**Astral Bodies**: An astral body (such as a fragment, island, or even a dead god) may be spotted at a distance of hundreds of miles (based on its size).
**Ships**: May be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane. Identification is usually limited to tactical range (approxmiately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm.
- maybe differentiate between tactical and travel speed?
- travel speed = within 12 hours, can see the contrails (of other ships moving at travel speed)
- sighting ships by travel time
- what is the range of slowdown?
### Wandering Monsters
**Frequency**: A check is typically rolled once every other day, but the referee may choose to make more checks (e.g. when near a port or outpost): up to 1 or 2 a day.
**Chance**: The chance of encountering a wandering creature is 1-in-6 in the deep astral, 2-in-6 near other ports or outposts.
**Distance**: Wandering creatures are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.
**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day.
- An astral body (such as a [fragment](#fragments), island, or even a dead god) may be spotted at a distance of hundreds of miles (based on its size).
- Vesssels (and large creatures) may be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane.
- Identification is usually limited to tactical range (approxmiately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm.

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@ -8,12 +8,12 @@ content_type: feature
short_code: at1
---
As of last session, it is the **middle of the 1st phase of the 1st Fyday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
!!!include(today.md)!!!
Below is a timeline of major events in (this section of) the astral plane:
- **CAC** - The Common Astral Calendar
- **BAC** - Before the (Common) Astral Calendar
- **CAC**: The Common Astral Calendar
- **BAC**: Before the (Common) Astral Calendar
<div class="dividedTableWrapper timelineTableWrapper">
@ -32,10 +32,9 @@ Below is a timeline of major events in (this section of) the astral plane:
| **circa 3,000 CAC**<br />_(ca. 2,000 years ago)_ | The Drahki arrive in the astral plane, establish the Drahki Federation. |
| **3961 CAC**<br />_(1062 years ago)_ | The Stral slay the Dwarf king Thurborg Goldhelm and claim ownership of the Forge. |
| **4759 CAC**<br />_(264 years ago)_ | The Ghyffan Expeditionary Force arrives in the astral plane. |
| **4644 CAC**<br />_(379 years ago)_ | Zenopus arrives to the astral plane from Ayreon. |
| **4925 CAC**<br />_(98 years ago)_ | Zenopus establishes Sapphire Cove. |
</div>
<!-- Dates to add later: -->
<!-- | **4644 CAC**<br />_(379 years ago)_ | Zenopus arrives to the astral plane from Ayreon. | -->
<!-- | **4925 CAC**<br />_(98 years ago)_ | Zenopus establishes Sapphire Cove. | -->

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@ -2,7 +2,6 @@
title: Astral Vessels
description: Information about the various ships found in the astral plane.
date_pub: 2023-02-15T00:26:00-05:00
date_upd: 2023-05-18T10:13:00-04:00
section: astral
content_type: feature
short_code: av1
@ -17,13 +16,13 @@ short_code: av1
- Controlled by a **Pilot**.
- It takes one round to activate a console, and one round to deactivate a console.
- While active:
- The pilot can sense the astral currents that surround the ship.
- The pilot may move the ship in any direction at individual flight / "falling" speed (INT \* 30')
- can see currents and (subtly) move ship between them (although you can't turn the ship without using the sails)
- viewpoint is the front of the ship (as if standing on the bow), but can be turned 90 degrees left or right (so behind can be seen, but not well)
- The only movement capable via a standard astral console is forward (at
- It can take up to 1 turn to find a suitable current to ride at "traveling speed"
- While active, the pilot:
- can sense the astral currents that surround the ship,
- may move the ship in any direction at tactical speed (INT x 30 yards / round),
- can see currents and (subtly) move ship between them (although turning the ship at traveling speed can't be done without using the sails),
- can see as if standing on the bow of the ship (typically facing forward, but can be turned 90 degrees left or right to see off of the port and starboard decks, respectively).
- Note that directly behind the ship can be seen, but only peripherally.
- It can take up to 1 turn to find a suitable current to ride at [travel speed](./adventuring.html#travel).
- Once a console has been installed on a vessel, it cannot be forcibly removed (without using the "release" word) until the integrity of the vessel itself has been compromised.
- The pilot can be any character class.
- Piloting a ship via a console requires concentration, and shouldn't be done for more than 8 hours in a row.
@ -44,30 +43,43 @@ short_code: av1
- Using an astral console while wearing a planar compass provides the pilot with an enhanced ability to see the ship, its surrounding area, and even distant targets.
- The compass can be focused on any ship or location within one day's travel of the wearer at their current speed.
#### Other Types of Engines
### Other Types of Engines
- **Fire Engines** - A large thruster, built (and usually controlled) by Dwarves, and powered by elemental fire. Rumored to be capable of propelling even the largest vessels at traveling speeds.
- **Life Engines** - Some evil-aligned races use the life energy from slaves and captives to power their vessels.
- **Mind Engines** - Some psychic races use their psychic energy to power and control their vessels.
- **Orbipods (Tyrant Ships)** - Eye Tyrant ships are powered by one or more orbi (singular orbus), a mutant eye tyrant bred solely for this purpose.
- **Fire Engines**: A large thruster, built (and usually controlled) by Dwarves, and powered by elemental fire. Rumored to be capable of propelling even the largest vessels at traveling speeds.
- **Life Engines**: Some evil-aligned races use the life energy from slaves and captives to power their vessels.
- **Mind Engines**: Some psychic races use their psychic energy to power and control their vessels.
- **Orbipods (Tyrant Ships)**: Eye Tyrant ships are powered by one or more orbi (singular orbus), a mutant eye tyrant bred solely for this purpose.
#### Engine Speed
### Engine Speed
Most engines caan move at two speeds: **tactical speed** and **travel speed**.
#### Tactical Speed
For astral cruisers that aren't riding currents, or any ship within 1 mile of another:
- **Console** = Pilot's INT x 30 yards / round
- **Orbipod** = 300 yards / round for a single one, each additional adds a 20% (60 yards / round) boost
- 2 orbipods = 360 yards / round
- 3 orbipods = 420 yards / round
#### Travel Speed
So fast that distance becomes meaningless, and only time is specified (ex: 2 days travel).
- Astral cruisers (including those powered by consoles) need to ride on the astral currents to attain this speed.
- Ships powered by fire engines are alleged to be able to reach this speed without using currents (although it takes a full phase of travel to reach that speed).
### Roles
Party members can fulfill various roles aboard astral vessels.
- **Pilot** - the character who flies the ship, typically via an astral console.
- **Gunner** - a character who mans a ship-board weapon (ex: a ballista).
- **Boatswain** - a character who helps maintain (and potentially improve) the various components of the ship.
- **First Mate** - the charcter who leads the rest of the crew in their duties.
- **Navigator** - a character with experience reading astral maps and plotting courses by them.
- **Surgeon** - a character who heals the wounded members of the crew, be it through magic or medicine (or both).
- **Pilot**: the character who flies the ship, typically via an astral console.
- **Gunner**: a character who mans a ship-board weapon (ex: a ballista).
- **Boatswain**: a character who helps maintain (and potentially improve) the various components of the ship.
- **First Mate**: the charcter who leads the rest of the crew in their duties.
- **Navigator**: a character with experience reading astral maps and plotting courses by them.
- **Surgeon**: a character who heals the wounded members of the crew, be it through magic or medicine (or both).
#### Bonuses for Roles
@ -78,10 +90,10 @@ During each round of pursuit or combat, PCs occupying these roles may attempt to
- **First Mate**: May make a CHA check.
- **Boatswain**: May make their choice of an INT or DEX check.
- **Bonus effects**: Choose one of the following for each successful check:
- +1 level (30' / round) to pursuit / evasion speed.
- +1 level (30 yards / round) to pursuit / evasion speed.
- +1 AC to the ship _AND_ all creatures on board until the end of the round.
- +1 to all attack rolls made by the ship _AND_ all creatures on board until end of the round.
- **Performing bonus checks**: _Must_ be declared before initiative is rolled, occurs at the start of the party's side of combat (just before the "fire missiles" combat phase while the party's side has initiative).
- **Performing bonus checks**: _Must_ be declared before initiative is rolled, occurs at the start of the party's side of combat.
### Ship Statistics
@ -207,7 +219,7 @@ Can be used against ships or giant creatures. Small individuals cannot be target
### Determining Crew
AstralJammer crew may be determined randomly through a series of dice rolls.
The crew compliment of an astral cruiser may be determined randomly through a series of dice rolls.
#### Crew Makeup
@ -233,7 +245,7 @@ Roll 1d10 and consult the Crew Makeup Table to determine how many times to roll
| 2d6 | Type |
| :-: | :---------------------------------------------: |
| 2 | Elves |
| 3 | Feyfolk (Nixies, Fairies, Sprites, etc.) |
| 3 | Faefolk (Nixies, Fairies, Sprites, etc.) |
| 4 | Dwarves |
| 5 | Automatons (roll for size / shape?) |
| 6 | Drahki (roll for color / breath weapons) |

View File

@ -5,7 +5,6 @@ date_pub: 2023-05-12T15:21:00-04:00
section: bestiary
content_type: feature
short_code: brk
status: hidden
---
Has the legs and body of a giant spider with a humanoid upper body, poisonous fangs, and a dozen eyes. A dying race of highly intelligent, thoroughly evil magic users.
@ -27,16 +26,16 @@ Has the legs and body of a giant spider with a humanoid upper body, poisonous fa
### Bite
- When bit, victim must **Save vs Poison** at -2 or be paralyzed for 1d2 turns.
- On round after being bit and paralyzed, victim must **Save vs Paralyze** or get back up and attack nearest ally at -2.
- When bit, victim must **Save vs Poison** at -2 or be paralyzed for 1d2 turns.
- On round after being bit and paralyzed, victim must **Save vs Paralyze** or get back up (on monsters initiative) and attack nearest ally at -2.
- Victim gets new save attempt each round, with a successful save rendering them immobile until the paralysis lifts.
- This continues until the Raknitaur wills the attack to stop, the target dies, or the Raknitaur dies.
- Victim gets new save attempt each round, with a successful save rendering them immobile until the paralysis lifts.
- This continues for the duration unless the Raknitaur wills the attack to stop, the target dies, or the Raknitaur dies.
- 20% chance to be accompanied by 1d8 dessicated zombies.
- 10% chance to be protecting 3d8 eggs while accompanied by 1d8 dessicated zombies.
- 20% chance to be accompanied by 1d8 dessicated zombies.
- 10% chance to be protecting 3d8 eggs while accompanied by 1d8 dessicated zombies.
### Web
- Web is as strong as giant spider (and just as family), but not as sticky.
- Anyone touching web must **Save vs Paralyze** at +2 or be paralyzed for as long as they are in contact with it (and the 2 rounds after).
- Web is as strong as giant spider (and just as flammable), but not as sticky.
- Anyone touching web must **Save vs Paralyze** at +2 or be paralyzed for as long as they are in contact with it (and the 2 rounds after).

View File

@ -0,0 +1,43 @@
---
title: Zombie
description: The zombie creature for OSR gaming.
date_pub: 2023-06-05T16:54:00-04:00
section: bestiary
content_type: feature
short_code: bzm
status: hidden
---
Decaying, undead corpses. Some special varieties are mentioned below.
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------- |
| **Hit Dice** | 2 (9hp) |
| **Armor Class** | 11 (natural) |
| **Attacks** | 2 (+1) @ 1d4 (claw / bite) |
| **Movement** | 20' |
| **Saving Throws** | D12 W13 P14 B15 S16 (1) |
| **Morale** | 12 |
| **Alignment** | Chaotic |
| **XP** | 20 |
</div>
- Always attack.
- Always attack last (no roll for initiative).
- When hit for 2+ points, a body part will often fall off
### Undead
- Make no sounds before attacking.
- Immune to poison and other effects that only affect living creatures.
- Immune to mind readng / altering spells and spell-like effects, (ex: charm, fear, hold, sleep).
### Sub-Types
The following sub-types of zombies have been encountered:
- **Armed** - Make a single attack at +1, dealing damage by weapon.
- **Desiccated** - Flash-burn when turned or destroyed, dealing 1d2 damage to any non-undead in 5' radius.

View File

@ -8,7 +8,7 @@ content_type: feature
short_code: ct1
---
As of last session, it is the **middle of the 1st phase of the 1st Fyday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
!!!include(today.md)!!!
The following is a list of significant dates on the [astral calendar](/astral/adventuring#calendar) for the campaign. For historical context, see the [astral timeline](/astral/timeline.html).
@ -17,3 +17,5 @@ The following is a list of significant dates on the [astral calendar](/astral/ad
- **Stayed in port (Sapphire Cove)**: 2nd phase of 5th Warday of Urtson-Law.
- **Left with Tobart to find Ravager**: 3rd phase of 5th Warday of Urtson-Law.
- **Arrived at the Ravager, killed Horan, met Princess Lofkin**: 3rd phase of the 1st Aerday of Urtson-Nu.
- **Destroyed the Ravager, met Zenopus and the Bronze Robs**: 1st phase of the 1st Fyday of Urtson-Nu.
- **Found the wreck of Hadley's Hippogriff**: 2nd phase of the 1st Warday of Urtson-Nu.

View File

@ -9,11 +9,13 @@ short_code: mrops
<div class="imgWrapper">
![A ring of psychic shielding, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/ring-of-psychic-shielding.jpg "A ring of psychic shielding")
![A ring of psychic shielding, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/ring-of-psychic-shielding.jpg 'A ring of psychic shielding')
</div>
A simple silver band engraved with glyphs of mental protection.
**While worn**: Immune to magical (or similar) effects that allow others to read wearer's thoughts, intentions, alignment, or nature, including determining truthfulness.
- Wearer is immune to magical (or similar) effects that allow others to do the following:
- read wearer's thoughts, intentions, alignment, or nature, including determining truthfulness; or
- project thoughts into wearer's mind, including for communication.

View File

@ -1,8 +1,7 @@
---
title: "HOSR Core Rules: Adventuring"
title: 'HOSR Core Rules: Adventuring'
description:
date_pub: 2023-04-26T23:02:00-04:00
date_upd: 2023-05-18T10:16:00-04:00
section: rules
content_type: feature
short_code: rha
@ -17,9 +16,7 @@ Starting HP is based class and race. When damage is taken, HP is lost.
#### Dying
- Monsters and NPCs usually die at 0 HP.
- PCs at 0 HP (or lower) make a **Saving Throw vs Death** at the end of 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.
@ -29,27 +26,69 @@ Starting HP is based class and race. When damage is taken, HP is lost.
- 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
### Knowledge
**Identifying (Magic) Items** - Spellcasters get INT check
**Identifying (Magic) Items**: Spellcasters get INT check
**Medical Treatment** - INT check, success restores ability to move and fight (after nearly dying).
**Medical Treatment**: INT check, success restores ability to move and fight (after nearly dying).
- 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.
### Languages
#### Languages of the Multiverse
- Anyone who speaks a language can understand other related lanuages (ex: dialects) with a successful INT check.
- Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language.
- The following lists of languages are not all-inclusive.
- Chaotic (Demonic)
- Lawful (Angelic)
- Druidic - the secret language of Druids
- Dwarfish
- Elemental - Spoken by all elementals, each subtype has their own dialect.
- Elvish
- Faerie - Native language of the fae, with High Faerie spoken in the Fae Courts, and Low Faerie spoken throughout the Faewolde.
- Giant
- Gnomish
#### Alignment Languages
Assumed to shared by all (intelligent) members of a given alignment.
- **Chaotic**: Alignment language of chaos.
- **Lawful**: Alignment language of law.
- **Neutral**: Alignment language of neutrality.
#### Class Languages
Most class languages are secret, known only to members of their class, and often include coded terms and/or physical motions (hand waves, knocks, etc.).
- **Assassin's Cant**: Secret (and coded) language known to all thieves.
- Dialects are based on different guilds.
- **Corsair's Cant**: Secret (and coded) language spoken by all Corsairs.
- Dialects are based on different ship / locations.
- **Druidic**: Secret language spoken by all Druids.
- **Thieves' Cant**: Secret (and coded) language known to all thieves.
- Dialects are based on different guilds.
#### Racial Languages
- **Aerian**: Native language of air elementals, dialect of elemental.
- **Angelic**: Native language of angels (law elements), dialect of both lawful and elemental.
- **Aquon**: Native language of water elementals, dialect of elemental.
- **Demonic**: Native language of demons (chaos elements), dialect of both chaotic and elemental.
- **Doppleganger**: Native language of dopplegangers.
- **Draconic**: Native language of most intelligent reptilian races (kobolds, troglodytes, lizardfolk, dragons, dracokin, etc.).
- **Duncommon**: Native language of those that dwell deep undergorund, or in other dark places (Drow, Medusa, etc.).
- **Dwarfish**: Native language of dwarves.
- **Elekin**: Native language of elekin.
- **Elemental**: Spoken by all elementals, each subtype has their own dialect.
- **Elvish**: Native language of elves.
- **Faerie**: Native languages of the fae.
- **High Faerie**: Spoken in the ruling courts of the Faewolde.
- **Low Faerie**: Spoken throughout the lands of the Faewolde.
- **Farspeak**: Language of the far realms.
- **Gargoyle**: Native language of gargoyles.
- **Giant**: Native language of giants.
- **Goblinoid**: Native language of most intelligent goblinoid races (boggarts, bugbears, goblins, hobgoblins, etc.)
- **Gnollish**: Native language of gnolls.
- **Gnomish**: Native language of gnomes.
- **Halfling**: Native language of halflings.
- **Orcish**: Native language of ogres and orcs.
- **Pyrean**: Native language of fire elementals, dialect of elemental.
- **Rhinok**: Native language of Rhinokin, .
- **Taurok**: Native language of Taurokin.
- **Terrun**: Native language of earth elementals, dialect of elemental.
- **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin).
<div class="dividedTableWrapper">
@ -67,22 +106,6 @@ Starting HP is based class and race. When damage is taken, HP is lost.
</div>
<div class="dividedTableWrapper">
| INT | Language |
| :---: | :-------------: | :---: |
| 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 |
[Languages Known]
</div>
### Perception Checks
Generally, perception can be checked by rolling highest of INT or WIS.
@ -110,26 +133,26 @@ Time is often represented at different scales:
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.
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 has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
- Dungeon: 120'
- Dungeon: 240'
- Wilderness: 12 miles
6. **Repeat** - Return to step 2 and repeat until the adventuring ends.
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.
1. **Encounter**: Wandering creature, 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
@ -140,13 +163,10 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
#### 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.
- 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.
<div class="dividedTableWrapper">
@ -175,8 +195,99 @@ Doors always break on a 1. Failure can affect stealth / surprise.
#### Other Hazards
- **Falling** - Fall damage is 1d6 / 10'.
- **Swimming** - Characters are assumed to be able to swim at 1/2 their movement speed.
- Fall damage is 1d6 / 10'.
- Characters are assumed to be able to swim at 1/2 their movement speed.
### Encounter Procedure
1. **Check Stealth**: Referee rolls for stealth, if applicable.
2. **Determine Distance**: Referee determines how far away the characters are from the encounter.
3. **Roll Initiative**: Each side that has can has stealth rolls 1d20, highest roll moves first.
4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds.
5. **End Turn**: Once the encounter has played out, the turn ends.
#### Check Stealth
Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted.
- Parties carrying an active light source typically can not have stealth.
- If only one side has stealth, they may usually make a free attack (or can pass unnoticed).
- If all sides have stealth, they miss each other.
#### Encounter Distance
Often determined by the nature of the encounter itself, but may be determined randomly:
- Dungeon: 2d6 x 10'
- Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised).
#### Choose Actions
- Players decide how their characters will act.
- Creature actions are often determined by the nature of the encounter itself, but may be determined randomly.
#### Reaction Rolls
If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to communicate).
<div class="dividedTableWrapper">
| 2d6 | Result |
| :-: | :-----: |
| 2- | Attack! |
| 3 | Hateful |
| 4 | Leery |
| 5 | Rude |
| 6 | Aloof |
| 7 | Neutral |
| 8 | Partial |
| 9 | Cordial |
| 10 | Amiable |
| 11 | Helpful |
| 12+ | Family! |
[Reaction Table]
</div>
<div class="dividedTableWrapper">
| CHA | Mod |
| :---: | :-: |
| 3 | -2 |
| 4-8 | -1 |
| 9-12 | +0 |
| 13-17 | +1 |
| 18+ | +2 |
[Charisma Modifier]
</div>
#### Common Actions
While any action is possible, the following actions are the most common:
- **Combat**: If a side attacks, casts a spell, or makes a tactical movement, [combat](./combat.html) begins.
- **Evasion**: If a side decides to flee, another side may decide to pursue.
- **Talk**: One side may attempt to communicate with the other(s).
#### Evasion
Any side that wishes to avoid an encounter may attempt to flee.
- Only possible before combat begins.
- Each opposing side declares whether or not they want to pursue.
- Players decide freely if they wish to pursue fleeing creatures.
- Referee 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.
#### End Turn
Each encounter is assumed to take at least one full turn to complete.
- This includes time to regroup, bind wounds, clean weapons, rest, etc.
### Advancement

View File

@ -1,5 +1,5 @@
---
title: "HOSR Core Rules: The Basics"
title: 'HOSR Core Rules: The Basics'
description:
date_pub: 2023-04-26T22:53:00-04:00
section: rules
@ -33,17 +33,17 @@ For hard (or very hard) tasks, you can subtract 1 (or 2) from the ability before
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.
- **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.
- **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.
- **Constitution (CON)**: Mettle and gumption, affects _hit points (HP)_ gained at each level.
- **Intelligence (INT)** - Knowledge and reasoning, affects languages known and arcane magic.
- **Intelligence (INT)**: Knowledge and reasoning, affects languages known and arcane magic.
- **Wisdom (WIS)** - Experience and insight, affects divine magic.
- **Wisdom (WIS)**: Experience and insight, affects divine magic.
- **Charisma (CHA)** - Appearance and social capability, affects hirelings and pact magic.
- **Charisma (CHA)**: Appearance and social capability, affects hirelings and pact magic.
### Saving Throws
@ -51,25 +51,25 @@ When something (bad) happens to a character or monster, they can usually make a
To make one, roll 1d20 and consult the appropriate table (with higher results doing better).
- **Death** - Poison, death ray, bleeding out.
- **Death**: Poison, death ray, bleeding out.
- **Wielded** - Wands and other aimed items.
- **Wielded**: Wands and other aimed items.
- **Paralyze** - Paralysis, petrification, being buried alive.
- **Paralyze**: Paralysis, petrification, being buried alive.
- **Blasts** - Breath weapons and other area effects.
- **Blasts**: Breath weapons and other area effects.
- **Spells** - General magic, including from rods and staves.
- **Spells**: General magic, including from rods and staves.
### Alignment
Cosmic principles that represent broad world views
- **Law** - Order, truth, and justice. Typically prosocial.
- **Law**: Order, truth, and justice. Typically prosocial.
- **Chaos** - Anarchy, power, and chance. Typically pro-individual.
- **Chaos**: Anarchy, power, and chance. Typically pro-individual.
- **Neutrality** - Balance, mediation, and detachment.
- **Neutrality**: Balance, mediation, and detachment.
### Character Creation

View File

@ -1,8 +1,7 @@
---
title: "HOSR Core Rules: Combat"
title: 'HOSR Core Rules: Combat'
description: The rules for running combat in HOSR.
date_pub: 2023-04-22T16:42:00-04:00
date_upd: 2023-05-21T17:37:00-04:00
section: rules
content_type: feature
short_code: rhc
@ -16,25 +15,20 @@ Adventurers tend to die easily, so most combat should be avoided unless the adve
That having been said, fights do occur, and when they do, the following steps are performed:
1. **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.
1. **Declare Spells, Defending, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first.
3. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first.
- Parties carrying an active light source typically can not have stealth.
- 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, Retreats, and Versatile Weapons** - Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage.
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
- **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.
- **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.
4. **Change Sides**: Opposing side becomes active.
5. **Slow Weapons**: Resolve any slow weapons or end-of-round abilities.
6. **Repeat**: Return to step 2 and repeat until only one side remains.
### Readying Weapons
@ -45,15 +39,15 @@ That having been said, fights do occur, and when they do, the following steps ar
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
- +2 bonus to hit from behind.
- **Mounted** - +1 bonus to hit most foes on foot.
- When 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
- Can also be destroyed to prevent a hit from inflicting damage.
#### Melee Attacks
@ -71,7 +65,7 @@ Melee attack rolls are modified based on the character's Strength.
| 16-17 | +2 |
| 18+ | +3 |
[Melee Attack Modifier]
[Strength Modifier]
</div>
@ -88,7 +82,7 @@ PCs with DEX 13+ can dual wield certain weapons.
#### Missile Attacks
Missile attack rolls are modified based on the character's Dexterity.
Missile attack rolls are modified based on the character's Dexterity, the target's cover, and the range to the target.
<div class="dividedTableWrapper">
@ -102,11 +96,26 @@ Missile attack rolls are modified based on the character's Dexterity.
| 16-17 | +2 |
| 18+ | +3 |
[Missile Attack Modifier]
[Dexterity Modifier]
</div>
The range of missile attacks are usually determined by the type of missile used.
- -1 to -4 penalties may apply when attacking targets behind partial cover.
- Targets behind total cover cannot be hit.
- The range of missile attacks are usually determined by the type of missile used.
- Attacks beyond long range are not possible.
<div class="dividedTableWrapper">
| Range | Mod |
| :----: | :-: |
| Short | +1 |
| Medium | -- |
| Long | -1 |
[Range Modifier]
</div>
#### Critical Hits
@ -138,12 +147,12 @@ A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table
[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 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
[^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
</div>
@ -178,7 +187,7 @@ A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what
[Fumble Table]
[^1]: **Automatic Hits** - Roll 1d20 to check for critical, but ignore further fumbles.
[^1]: **Automatic Hits**: Roll 1d20 to check for critical, but ignore further fumbles.
</div>
@ -190,16 +199,15 @@ Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.)
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.
- **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 and take 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.
- **Fighting Retreat**: Can move backwards at 1/2 their normal movement rate and take 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.
### Weapons

View File

@ -1,5 +1,5 @@
---
title: "HOSR Core Rules: Magic"
title: 'HOSR Core Rules: Magic'
description:
date_pub: 2023-04-22T16:42:00-04:00
section: rules
@ -71,8 +71,8 @@ Arcane spell casters memorize spells from their spell books, which must be close
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- **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.
- **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
@ -82,9 +82,9 @@ Divine spell casters memorize spells through prayer to their gods. When praying
- 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 of 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.
- **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.
### Pact Magic

View File

@ -1,8 +1,7 @@
---
title: "HOSR 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
@ -78,42 +77,4 @@ Creatures with bonus hit points (ex: HD X+1) attack as one HD higher.
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#### Reaction Rolls
If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to interact).
<div class="dividedTableWrapper">
| 2d6 | Result |
| :-: | :-----: |
| 2- | Attack! |
| 3 | Hateful |
| 4 | Leery |
| 5 | Rude |
| 6 | Aloof |
| 7 | Neutral |
| 8 | Partial |
| 9 | Cordial |
| 10 | Amiable |
| 11 | Helpful |
| 12+ | Family! |
[Reaction Table]
</div>
<div class="dividedTableWrapper">
| CHA | Mod |
| :---: | :-: |
| 3 | -2 |
| 4-8 | -1 |
| 9-12 | +0 |
| 13-17 | +1 |
| 18+ | +2 |
[Charisma Modifier]
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More to come...