diff --git a/codes.tex b/codes.tex index df7f7537cb50c157e0f7b7f5d67dd8bb7cb351cc..cc85d0311d6fb32c54c7c3a48ef82ef3d5c5eb83 100644 --- a/codes.tex +++ b/codes.tex @@ -61,6 +61,49 @@ Players receive \glspl{xp} only at the end of a session, and only for achievemen \begin{multicols}{2} +\subsection{The Code of Acquisition} +\index{Code!Acquisition} + +The goal of life is acquisition. +We all want things, therefore people who get more things are doing better. +Those on the code of acquisition are often those who can acquire more money -- townmasters, dwarves in love with gold, or gnomes who have dedicated their lives to finding the best rubies. + +Underneath the exterior love of wealth, those on the Code of Acquisition primarily desire \emph{respect}. +They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal. + +\begin{xpchart}{Acquisition} + + 1 & Buying an expensive item -- worth 1 gp or more. \\ + + 1 & Being greeted deferentially by a stranger. \\ + + 1 & Confirming you are the richest person in a new region. \\ + + 1 & Hiring a new servant. \\ + + 1 & Meeting a famous person. \\ + + 3 & Buying a very expensive item -- at least 10 gp in value. \\ + + 3 & Disarming a potential conflict. \\ + + 5 & Starting a new business. \\ + + 5 & Finding a magical item. \\ + + 5 & Gaining a new title such as a guild master or townmaster. \\ + + 5 & Buying an extremely expensive item -- at least 20 gp in value. \\ + + 10 & Marrying into a prestigious family. \\ + + 10 & Acquiring a horde of new wealth -- at least 100\% of the character's maximum lifetime total, and at least 1 gp. \\ + + 10 & Buying an expensive new home -- at least 200 gp in value. \\ + +\end{xpchart} + + \subsection[\Glsentrytext{joygod} -- Goddess of Joy]{\Glsentrytext{joygod}} \index{Gods!\Glsentrytext{joygod}} @@ -153,6 +196,55 @@ The mana stones of \Gls{knowledgegod} are always activated by a command word. \end{xpchart} +\subsection{The Code of Experience} +\index{Code!Experience} + +The world is here to be lived, to be known, to be connected with. You want all the experiences -- unique experiences, sacred experiences, horrible experiences; it's all good. You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick. Elation and deep-rooted fear are equally valuable -- they are both life. You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people. + +\begin{xpchart}{Experience} + + 1 & Finding a new type of food or drink. \\ + + 1 & Witnessing a flower open. \\ + + 1 & Seeing a change in Season. \\ + + 1 & Greeting a new type of humanoid. \\ + + 1 & Entering a new area, days away from anything seen before. \\ + + 1 & Hearing a new language. \\ + + 1 & Learning a new type of instrument or any creative specialisation. \\ + + 3 & Experiencing any emotion to heights never reached before. \\ + + 3 & Learning a Skill or sphere to a level above any other Skill or sphere you have. \\ + + 3 & Making a new friend. \\ + + 3 & Returning home after a long time away. \\ + + 3 & Finding a mana lake. \\ + + 3 & Seeing a new magical item activate. \\ + + 5 & Experiencing deep tragedy. \\ + + 5 & Taking \gls{hp} Damage for the first time. \\ + + 5 & Falling in love. \\ + + 5 & Creating a masterpiece of some kind at \gls{tn} 12. Each Skill can only be used to gain \gls{xp} once. \\ + + 5 & Discovering a lost piece of art or literature. \\ + + 10 & Finding an area lost to all contact for more than a century. \\ + + 15 & Finding an area never before visited by people. \\ + +\end{xpchart} + \subsection{\Glsentrytext{naturegod} -- Goddess of the Forest} \index{Gods!\Glsentrytext{naturegod}} @@ -211,7 +303,7 @@ Her temples are few and are often no more than small rooms within a larger barra On this day, if no battles are present, entire towns sometimes gather together to voice their frustrations, calling each other out to one-on-one fights. There is no reprisal for the result of these fights -- they stand alone, and no redress can be made in a socially acceptable way until \gls{wargod}'s next holy day. -\begin{xpchart}{\Gls{wargod}} +\begin{xpchart}{\Gls{wargod} -- Goddess of War} 1 & Donating at least 1 gp to the temple. \\ @@ -326,108 +418,6 @@ The hand of a man who had 6 \glspl{fp} could store up to 3 \gls{mp}. Spells implanted in those mana stones are always activated by a command word. -\subsection{\Glsentrytext{justicegod} -- God of Justice} -\index{Gods!\Glsentrytext{justicegod}} - -\noindent Warden to all oaths, lord of ten thousand holy warriors, leader of armies, the giver of vengeance and punishments -- \gls{justicegod} is a popular god. -He is invoked during wedding vows and business deals. -His followers are found among the politically influential and can be some of the most zealous of religious followers. -He values obeying the law, making fair deals, being a good host and supporting the poor. - -His holy day is during the second season of the second cycle. -It is considered extremely good faith to make an oath on this day, and mortally bad luck to break such an oath. - -\subsubsection{Spheres} - -\noindent \Glsentrytext{justicegod}'s clerics can access the enchantment and Force spheres. -They use enchantment to gain followers, dazzling them with the glory of the purity and strength of their god, while force is used to protect the innocent and faithful. -Their spells appear in a shimmer of gold and the sound of a gong. - -\subsubsection{Mana Stones} - -\Gls{justicegod}'s mana stones are always people who are followers of \Gls{justicegod}. -Those believers alone can activate any spells which are stored inside them. -Priests of \Gls{justicegod} often gift their followers with single-use magical powers, such as the ability to call upon a blessing or the ability to protect themselves with armour. -If the people who are being used as mana stones are given spells then they can activate those spells at will with a short prayer at an Initiative cost of 8. - -\begin{xpchart}{\Glsentrytext{justicegod}} - - 1 & Donating at least 1 gp to the temple. \\ - - 1 & Enforcing a law. \\ - - 1 & Feeding the poor. \\ - - 1 & Hosting guests. \\ - - 1 & Punishing law breakers. \\ - - 1 & Returning someone's valuables to them. \\ - - 1 & Enduring a troubling oath. \\ - - 3 & Enforcing a major law or imposing the law on a group. \\ - - 3 & Donating at least 10 gp to the temple. \\ - - 3 & Returning from a dangerous mission with all allies unharmed. \\ - - 5 & Completing a quest you swore to complete over one session ago. \\ - - 5 & Correcting the local law. \\ - - 5 & Creating a peace treaty between factions in danger of fighting. \\ - - 10 & Creating a peace treaty between warring factions. \\ - - 10 & Donating at least 100 gp to the temple. \\ - - 15 & Deposing a tyrant. \\ - -\end{xpchart} - -\subsection{The Code of Acquisition} -\index{Code!Acquisition} - -The goal of life is acquisition. -We all want things, therefore people who get more things are doing better. -Those on the code of acquisition are often those who can acquire more money -- townmasters, dwarves in love with gold, or gnomes who have dedicated their lives to finding the best rubies. - -Underneath the exterior love of wealth, those on the Code of Acquisition primarily desire \emph{respect}. -They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal. - -\begin{xpchart}{Acquisition} - - 1 & Buying an expensive item -- worth 1 gp or more. \\ - - 1 & Being greeted deferentially by a stranger. \\ - - 1 & Confirming you are the richest person in a new region. \\ - - 1 & Hiring a new servant. \\ - - 1 & Meeting a famous person. \\ - - 3 & Buying a very expensive item -- at least 10 gp in value. \\ - - 3 & Disarming a potential conflict. \\ - - 5 & Starting a new business. \\ - - 5 & Finding a magical item. \\ - - 5 & Gaining a new title such as a guild master or townmaster. \\ - - 5 & Buying an extremely expensive item -- at least 20 gp in value. \\ - - 10 & Marrying into a prestigious family. \\ - - 10 & Acquiring a horde of new wealth -- at least 100\% of the character's maximum lifetime total, and at least 1 gp. \\ - - 10 & Buying an expensive new home -- at least 200 gp in value. \\ - -\end{xpchart} - \subsection{The Code of the Tribe} \index{Code!Tribe} @@ -474,53 +464,65 @@ Travelling companions do not automatically count as members of your tribe, but t \end{xpchart} -\subsection{The Code of Experience} -\index{Code!Experience} +\subsection{\Glsentrytext{justicegod} -- God of Justice} +\index{Gods!\Glsentrytext{justicegod}} -The world is here to be lived, to be known, to be connected with. You want all the experiences -- unique experiences, sacred experiences, horrible experiences; it's all good. You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick. Elation and deep-rooted fear are equally valuable -- they are both life. You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people. +\noindent Warden to all oaths, lord of ten thousand holy warriors, leader of armies, the giver of vengeance and punishments -- \gls{justicegod} is a popular god. +He is invoked during wedding vows and business deals. +His followers are found among the politically influential and can be some of the most zealous of religious followers. +He values obeying the law, making fair deals, being a good host and supporting the poor. -\begin{xpchart}{Experience} +His holy day is during the second season of the second cycle. +It is considered extremely good faith to make an oath on this day, and mortally bad luck to break such an oath. - 1 & Finding a new type of food or drink. \\ +\subsubsection{Spheres} - 1 & Witnessing a flower open. \\ +\noindent \Glsentrytext{justicegod}'s clerics can access the enchantment and Force spheres. +They use enchantment to gain followers, dazzling them with the glory of the purity and strength of their god, while force is used to protect the innocent and faithful. +Their spells appear in a shimmer of gold and the sound of a gong. - 1 & Seeing a change in Season. \\ +\subsubsection{Mana Stones} - 1 & Greeting a new type of humanoid. \\ +\Gls{justicegod}'s mana stones are always people who are followers of \Gls{justicegod}. +Those believers alone can activate any spells which are stored inside them. +Priests of \Gls{justicegod} often gift their followers with single-use magical powers, such as the ability to call upon a blessing or the ability to protect themselves with armour. +If the people who are being used as mana stones are given spells then they can activate those spells at will with a short prayer at an Initiative cost of 8. - 1 & Entering a new area, days away from anything seen before. \\ +\begin{xpchart}{\Glsentrytext{justicegod}} - 1 & Hearing a new language. \\ + 1 & Donating at least 1 gp to the temple. \\ - 1 & Learning a new type of instrument or any creative specialisation. \\ + 1 & Enforcing a law. \\ - 3 & Experiencing any emotion to heights never reached before. \\ + 1 & Feeding the poor. \\ - 3 & Learning a Skill or sphere to a level above any other Skill or sphere you have. \\ + 1 & Hosting guests. \\ - 3 & Making a new friend. \\ + 1 & Punishing law breakers. \\ - 3 & Returning home after a long time away. \\ + 1 & Returning someone's valuables to them. \\ - 3 & Finding a mana lake. \\ + 1 & Enduring a troubling oath. \\ - 3 & Seeing a new magical item activate. \\ + 3 & Enforcing a major law or imposing the law on a group. \\ - 5 & Experiencing deep tragedy. \\ + 3 & Donating at least 10 gp to the temple. \\ - 5 & Taking \gls{hp} Damage for the first time. \\ + 3 & Returning from a dangerous mission with all allies unharmed. \\ - 5 & Falling in love. \\ + 5 & Completing a quest you swore to complete over one session ago. \\ - 5 & Creating a masterpiece of some kind at \gls{tn} 12. Each Skill can only be used to gain \gls{xp} once. \\ + 5 & Correcting the local law. \\ - 5 & Discovering a lost piece of art or literature. \\ + 5 & Creating a peace treaty between factions in danger of fighting. \\ - 10 & Finding an area lost to all contact for more than a century. \\ + 10 & Creating a peace treaty between warring factions. \\ - 15 & Finding an area never before visited by people. \\ + 10 & Donating at least 100 gp to the temple. \\ + + 15 & Deposing a tyrant. \\ \end{xpchart} + \end{multicols} diff --git a/rules.tex b/rules.tex index 5d493538523ccca3a6bcc6485ab1e982e3a7213f..e338df4c67da631d81916bb45727718e0e13757f 100644 --- a/rules.tex +++ b/rules.tex @@ -295,7 +295,7 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta \begin{xpbox}{A} Attribute Level & Cost \\\hline - Buy off negative & 5 \\ + Negative & 5 \\ +\arabic{bon} & \arabic{xp} \addtocounter{xp}{\value{bon}}\addtocounter{bon}{1} \\