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Merge pull request #60 from thislooksfun/feature/add-disciplines
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Add all disciplines
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mergify[bot] authored Oct 20, 2019
2 parents 5a76b03 + 0fe5181 commit 7deb8c2
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36 changes: 26 additions & 10 deletions src/assets/earthdawn/disciplines/__template__.yml
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name: <name>
isSpellcaster: false
durability: 4
durability: -1
threadType: <type>
importantAttrs:
- cha
- dex
- wil

description: <desc>

karmaRitual: <ritual>

artisanSkills:
- Skill 1
- Skill 2

halfMagic: <desc>

talentOptions:
novice:
- First Talent
- Second Talent
- First
- Second
journeyman:
- First Talent
- Second Talent
- First
- Second

circles:
# First circle
- defense:
mystic: 1
physical: 1
social: 1
# NOT 'effects!'. These have to be selected and applied based on the circle.
- effects:
mysticDefense: 1
physicalDefense: 1
socialDefense: 1
initiative: 1
freeTalents:
- "First Talent"
initiative: 1
karma:
on_interaction_tests: true
on_damage_tests:
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125 changes: 125 additions & 0 deletions src/assets/earthdawn/disciplines/air-sailor.yml
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name: Air Sailor
isSpellcaster: false
durability: 5
threadType: Air Weaving
importantAttrs:
- cha
- dex
- wil

description:
Air Sailors are the swashbuckling brotherhood of the sky. Air Sailors never
leave their fellows behind and embrace the idea of togetherness, working to
protect and spread civilization, rather than preying upon it.

karmaRitual:
The Air Sailor sits alone in silent meditation under the open sky for several
minutes, picturing in his mind’s eye his airship sailing through the clouds at
the start of a long journey. The adept envisions an aerial journey he hopes to
make one day, imagining scenes of this journey, including the risks and
perils, and how his training and skills might help make the journey a safe
one. The ritual is complete when, half an hour later, the imagined journey
ends safely.

artisanSkills:
- Rune Carving
- Sail Embroidery

halfMagic:
The Air Sailor’s uses for Half-Magic include knowledge of airship designs,
recognition of different types of airships, commonly followed flight paths,
and airship crew complements. It may also cover the maintenance, repair, and
construction of airships.

talentOptions:
novice:
- Acrobatic Defense
- Distract
- First Impression
- Great Leap
- Haggle
- Maneuver
- Navigation
- Speak Language
- Taunt
- Throwing Weapons
journeyman:
- Air Speaking
- Battle Bellow
- Conceal Object
- Engaging Banter
- Etiquette
- Graceful Exit
- Leadership
- Resist Taunt
- Second Weapon
- Surprise Strike

circles:
# First circle
- freeTalents:
- Air Sailing
karma:
other:
The adept may spend Karma once per round on any action taken while on
board an airship.
talents:
- Avoid Blow
- Climbing
- Melee Weapons
- Thread Weaving
- Wind Catcher

# Second circle
# NOT 'effects!'. These have to be selected and applied based on the circle.
- effects:
physicalDefense: 1
talents:
- Awareness

# Third circle
- karma:
on_initiative_tests: true
talents:
- Empathic Sense

# Fourth circle
- effects:
socialDefense: 1
talents:
- Wound Balance

# Fifth circle
- karma:
on_interaction_tests: true
talents:
- Heartening Laugh
# TODO: Implement Actions
# BODY: Some disciplines grant an action that can be taken that is neither
# BODY: a talent or a skill, and thus needs to be treated seperately.
actions:
- name: Collaborate
action: simple
strain: 1
description:
Once per round as a Simple action, the adept may take 1 Strain to give
an ally a +2 bonus to a test towards achieving a common goal. The
player should describe how they are assisting their ally.

# Sixth circle
- effects:
physicalDefense: 2
talents:
- Air Dance

# Seventh circle
- effects:
recoveryTestsPerDay: 1
talents:
- Inspire Others

# Eighth circle
- effects:
physicalDefense: 3
talents:
- Lion Heart
126 changes: 126 additions & 0 deletions src/assets/earthdawn/disciplines/archer.yml
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name: Archer
isSpellcaster: false
durability: 5
threadType: Arrow Weaving
importantAttrs:
- dex
- per

description:
The Archer learns the art of the bow and crossbow, and by extension, all types
of ranged attacks. This Discipline stresses accuracy and speed. Most Archers
show greatly enhanced perceptive powers, frequently noticing things that
others miss.

karmaRitual:
The Archer spends a few minutes oiling and stringing his bow, then starts
meditating, with the bow in front of him and his arrows fanned out beside him
on the ground. As he meditates, he seeks the stillness before the arrow is
released from the string. The Archer then fires three arrows at a target,
forming a rough triangle no more than a foot wide, then fires a fourth arrow
into the center of the triangle. The ritual is complete when the last arrow
hits.

artisanSkills:
- Arrow Fletching
- Wood Carving

halfMagic:
Archers may use half-magic when caring for ranged weapons and to recognize
different types of ranged weapons, ammunition, or their creators.

talentOptions:
novice:
- Awareness
- Climbing
- Creature Analysis
- First Impression
- Impressive Display
- Navigation
- Stealthy Stride
- Throwing Weapons
- Tracking
- Wilderness Survival
journeyman:
- Conversation
- Danger Sense
- Distract
- Etiquette
- Evidence Analysis
- Resist Taunt
- Speak Language
- Steel Thought
- Stopping Aim
- Tiger Spring

circles:
# First circle
- freeTalents:
- Call Missile
karma:
other: The adept may spend a Karma Point on Perception tests that rely on
sight.
talents:
- Avoid Blow
- Missile Weapons
- Mystic Aim
- Thread Weaving
- True Shot

# Second circle
# NOT 'effects!'. These have to be selected and applied based on the circle.
- effects:
physicalDefense: 1
talents:
- Mystic Pursuit

# Third circle
- karma:
on_initiative_tests: true
talents:
- Anticipate Blow

# Fourth circle
- effects:
mysticDefense: 1
talents:
- Long Shot

# Fifth circle
- karma:
other: The adept may spend 1 Karma Point on Damage tests made with ranged
weapons.
talents:
- Spot Armor Flaw
# TODO: Implement Actions
# BODY: Some disciplines grant an action that can be taken that is neither
# BODY: a talent or a skill, and thus needs to be treated seperately.
actions:
- name: Create Projectile
action: standard
strain: 1
description:
Once per round as a Standard action, the adept may take 1 Strain, and
make an Arrow Weaving (6) test. Each success creates one arrow, bolt,
or throwing weapon. All items created must be of the same type. The
projectiles last for Arrow Weaving Rank in minutes, after which they
disappear. They are treated as normal weapons or ammunition for the
purpose of talents or spells that require it.

# Sixth circle
- effects:
physicalDefense: 2
talents:
- Bank Shot

# Seventh circle
- effects:
initiative: 1
talents:
- Flame Arrow

# Eighth circle
- effects:
physicalDefense: 3
talents:
- Second Shot
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