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Merge pull request #60 from thislooksfun/feature/add-disciplines
Add all disciplines
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name: Air Sailor | ||
isSpellcaster: false | ||
durability: 5 | ||
threadType: Air Weaving | ||
importantAttrs: | ||
- cha | ||
- dex | ||
- wil | ||
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||
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. | ||
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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. | ||
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artisanSkills: | ||
- Rune Carving | ||
- Sail Embroidery | ||
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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. | ||
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||
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 | ||
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||
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 | ||
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# Second circle | ||
# NOT 'effects!'. These have to be selected and applied based on the circle. | ||
- effects: | ||
physicalDefense: 1 | ||
talents: | ||
- Awareness | ||
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# Third circle | ||
- karma: | ||
on_initiative_tests: true | ||
talents: | ||
- Empathic Sense | ||
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# Fourth circle | ||
- effects: | ||
socialDefense: 1 | ||
talents: | ||
- Wound Balance | ||
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||
# 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. | ||
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# Sixth circle | ||
- effects: | ||
physicalDefense: 2 | ||
talents: | ||
- Air Dance | ||
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# Seventh circle | ||
- effects: | ||
recoveryTestsPerDay: 1 | ||
talents: | ||
- Inspire Others | ||
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# Eighth circle | ||
- effects: | ||
physicalDefense: 3 | ||
talents: | ||
- Lion Heart |
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name: Archer | ||
isSpellcaster: false | ||
durability: 5 | ||
threadType: Arrow Weaving | ||
importantAttrs: | ||
- dex | ||
- per | ||
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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. | ||
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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. | ||
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artisanSkills: | ||
- Arrow Fletching | ||
- Wood Carving | ||
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halfMagic: | ||
Archers may use half-magic when caring for ranged weapons and to recognize | ||
different types of ranged weapons, ammunition, or their creators. | ||
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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 | ||
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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 | ||
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# Second circle | ||
# NOT 'effects!'. These have to be selected and applied based on the circle. | ||
- effects: | ||
physicalDefense: 1 | ||
talents: | ||
- Mystic Pursuit | ||
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# Third circle | ||
- karma: | ||
on_initiative_tests: true | ||
talents: | ||
- Anticipate Blow | ||
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# Fourth circle | ||
- effects: | ||
mysticDefense: 1 | ||
talents: | ||
- Long Shot | ||
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# 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. | ||
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# Sixth circle | ||
- effects: | ||
physicalDefense: 2 | ||
talents: | ||
- Bank Shot | ||
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# Seventh circle | ||
- effects: | ||
initiative: 1 | ||
talents: | ||
- Flame Arrow | ||
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# Eighth circle | ||
- effects: | ||
physicalDefense: 3 | ||
talents: | ||
- Second Shot |
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