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.vscode/settings.json

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{
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"cSpell.words": [
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"Antima",
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"Astrea",
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"Chantell",
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"Coolheaded",
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"Goroth",
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"headshot",
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"Headshots",
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"Hexen",
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"Moonscorch",
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"Rher",
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"Sisu",
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"spellcasting",
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"Vinushka"
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]

appendix-c.html

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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<link rel="stylesheet" href="styling.css" />
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<title>Appendix C</title>
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</head>
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<body>
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<h1>Appendix C: Abilities</h1>
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<div class="section">
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<h2>Fighting</h2>
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<table>
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<tr>
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<td>Taunt</td>
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<td>At the start of the round you may force an enemy to attack you if possible. Elite enemies can only be
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taunted
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once per encounter.</td>
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</tr>
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<tr>
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<td>Defensive Stance</td>
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<td>In this stance when you guard allies enemies hit you with -1 intensity. You can only be in one stance at a
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time.</td>
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</tr>
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<tr>
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<td>En Garde</td>
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<td>You may always first strike.</td>
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</tr>
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<tr>
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<td>Orders CHARGE</td>
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<td>Sacrifice your next turn. Every ally you choose can attack again at the end of this turn.</td>
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</tr>
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<tr>
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<td>Melee Proficiency</td>
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<td>Gain +1 when attacking with a melee weapon. Can use advanced tags on melee weapons.</td>
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</tr>
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<tr>
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<td>Wicked Blows</td>
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<td>Status effects you apply with Melee attacks have increase potency</td>
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</tr>
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<tr>
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<td>Killer Instinct</td>
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<td>You roll two dice for initiative and take the higher result.</td>
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</tr>
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<tr>
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<td>Fast Stance</td>
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<td>In this stance you get an additional action at the end of your turn. You can only be in one stance at a
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time.</td>
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</tr>
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<tr>
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<td>Boxing</td>
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<td>Unarmed attacks gain the tags Quick and lose the tag Weak.</td>
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</tr>
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<tr>
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<td>Bob and Weave</td>
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<td>When you Guard the enemy rolls two attack dice and takes the lowest one.</td>
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</tr>
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<tr>
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<td>Adrenaline Rush</td>
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<td>Each turn in combat you get +1 to melee attacks.</td>
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</tr>
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<tr>
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<td>Sisu</td>
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<td>You can take an additional critical hit before you die.</td>
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</tr>
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</table>
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</div>
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<div>
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<h2>Ranged Weaponry</h2>
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<table>
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<tr>
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<td>Marksmanship</td>
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<td>Ranged attacks have Precise.</td>
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</tr>
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<tr>
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<td>Weapon Toss</td>
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<td>You throw your weapon at the enemy. Add the tags Ranged, Deadly, Stunning. Requires a blunt weapon.</td>
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</tr>
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<tr>
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<td>Helmsplitter</td>
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<td>You bow attacks gain +1 intensity with Headshots.</td>
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</tr>
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<tr>
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<td>Run and Gun</td>
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<td>You may attack with a ranged weapon even if you have been attacked in melee this round.</td>
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</tr>
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<tr>
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<td>Gunslinger</td>
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<td>If you have a pistol equipped at the start of combat you may shoot one enemy in sight for free.</td>
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</tr>
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<tr>
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<td>Sniper</td>
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<td>Gain Draw a Bead.</td>
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</tr>
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<tr>
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<td>Draw a Bead</td>
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<td>While you are out of combat you can take a prone position to increase your accuracy with rifles. When
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you're
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ready you take the shot, dealing kill damage to any location on the target. Once fired the enemy knows you
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are
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here.</td>
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</tr>
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<tr>
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<td>Boneshaker</td>
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<td>Killing attacks with Shotguns count as 2 Kills for the sake of armor and block. (4 critical wounds).</td>
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</tr>
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</table>
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</div>
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<div>
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<h2>Medical Studies</h2>
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<table>
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<tr>
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<td>Medical Intervention</td>
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<td>You can prevent death rolls by working on an ally suffering from critical wounds. Patch Wounds heals Major
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Damage instead of Minor Damage.</td>
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</tr>
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<tr>
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<td>Analyze</td>
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<td>As an action choose an enemy and a body part. All allies get +1 intensity for attacking that specific spot
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once.</td>
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</tr>
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<tr>
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<td>Organ Harvest/Medicinal</td>
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<td>You can harvest the origins of the recently deceased. Gain Medicinal.</td>
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</tr>
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<tr>
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<td>Medicinal</td>
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<td>You may sacrifice an organ to cure ailments for you or other characters:
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<ul>
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<li>Liver (Poisoned)</li>
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<li>Kidney (Nausea)</li>
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<li>Eye (Blindness)</li>
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<li>Heart (Bleeding)</li>
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<li>Parathyroid glands (Fracture)</li>
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<li>Thymus (Infection)</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>Magna-Medicinal</td>
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<td>Sacrifice a limb to restore someone from death. Remove a limb to heal a recently deceased character to 1
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Major wound.</td>
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</tr>
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<tr>
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<td>Psychology</td>
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<td>Gain Therapy.</td>
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</tr>
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<tr>
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<td>Therapy</td>
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<td>During Downtime when you have time and emotional intimacy with a PC or NPC you can read them more deeply
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than normal.<br>
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Roll+Bookish or Roll+Persuasive. On a 10+ choose 2. On a 7-9, choose 1:
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<ul>
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<li>What was the character's lowest moment?</li>
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<li>For what does the character crave forgiveness, and of whom?</li>
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<li>What are the character's secret pains?</li>
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<li>In what ways are the character's mind and soul vulnerable?</li>
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</ul>
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On a miss, choose 1, but the DM makes a soft move.<br>
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Either way the character receives 20 Mind
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</td>
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</tr>
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</table>
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</div>
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<div>
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<h2>Magic</h2>
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<table>
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<tr>
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<td>Bury the Trauma</td>
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<td>Take half Mind damage (round down). Does not apply to spells or abilities with a Mind cost.</td>
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</tr>
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<tr>
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<td>Meditation</td>
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<td>At the start of Downtime you regain 10 Mind.</td>
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</tr>
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<tr>
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<td>Occultism</td>
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<td>Gain an additional Rev Token at the start of combat.</td>
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</tr>
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<tr>
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<td>Blood Sacrifice</td>
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<td>You may inflict a Major wound on yourself to cast a spell instead of a spell with a Mind cost.</td>
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</tr>
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<tr>
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<td>La Danse Macabre</td>
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<td>You do the ritualistic dance of the Yellow Mages enhancing your magical power. You gain +1 to your spells
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every turn of combat.</td>
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</tr>
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<tr>
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<td>Engraving</td>
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<td>Carve the rune of an Old God on your flesh to gain their power. You may only carve one rune and you need
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at least 1 Affinity with the Old God.
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<ul>
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<li>Gro-Goroth: +1 Occult (Max 3)</li>
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<li>Sylvian: +1 Persuasive (Max 3)</li>
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<li>Vinushka: +1 Bookish (Max 3)</li>
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<li>Rher: +25 Max Mind (Max 150)</li>
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<li>Astrea: +1 Clever (Max 3)</li>
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<li>All-mer: +1 Sturdy (Max 3)</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>Advanced Occultism</td>
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<td>Gain a Rev Token at the start of each round of combat.</td>
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</tr>
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<tr>
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<td>Counter Magic</td>
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<td>You may dispel magical runes or other magical effects out of combat. Magic attacks against you roll twice
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and take the lower result.</td>
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</tr>
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<tr>
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<td>Spice Forge</td>
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<td>During Downtime you may enhance three of your spells with powerful Eastern Sanctuary spices. Each spell
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can
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only have one enhancement.
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<ul>
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<li>First: You may cast this spell as soon as combat starts before any character takes an action.</li>
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<li>Double: When you cast this spell you cast it twice. Each cast takes Mind cost.</li>
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<li>Greater: You reduce the Mind cost of the spell by ⅓ (round down).</li>
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</ul>
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</td>
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</tr>
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</table>
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</div>
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<div>
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<h2>Survival</h2>
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<table>
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<tr>
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<td>Survivalist</td>
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<td>You always have a 10+ on Scrounge for Food.</td>
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</tr>
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<tr>
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<td>Resourceful</td>
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<td>All Downtime Moves cost 1 less point.</td>
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</tr>
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<tr>
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<td>Fast Learner</td>
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<td>Once per Downtime you may use any Downtime Move your party members have. You may repeat a Downtime move.
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</td>
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</tr>
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<tr>
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<td>Devour</td>
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<td>Can eat the corpses for bonuses. The effect lasts until the next downtime.
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<ul>
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<li>Human - Next Downtime you do not need to eat.</li>
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<li>Beast - +1 to all melee attacks.</li>
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<li>Construct - +1 natural armor.</li>
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<li>Wizard - +1 to all spells.</li>
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<li>Horror - +1 to all rolls.</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>Coolheaded</td>
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<td>When making a Pressure roll replace the bonus of the stat with +3.</td>
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</tr>
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</table>
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</div>
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<div>
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<h2>Herbalism</h2>
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<table>
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<tr>
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<td>Botany</td>
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<td>During downtime you can forage for herbs and helpful plants. You find 1+Bookish Herbs.</td>
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</tr>
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<tr>
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<td>Expert Botany</td>
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<td>Gain Undergrowth Awareness.</td>
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</tr>
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<tr>
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<td>Undergrowth Awareness</td>
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<td>Gather advanced herbs and plants used for specific alchemic recipes. You can gather 1+Bookish of the
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following:
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<ul>
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<li>Golden Chantell</li>
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<li>Fly Antima</li>
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<li>Hemlock</li>
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<li>Nettle</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>Toxicology</td>
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<td>During Downtime you can create potent poisons.
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<ul>
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<li>Concentrated Hemlock (2 Hemlock + 1 Herb)</li>
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<li>Concentrated Nettle (2 Nettle + 1 Herb)</li>
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</ul>
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You may also add the Tag: Poison to your weapon.
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</td>
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</tr>
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<tr>
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<td>Basic Alchemy</td>
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<td>During Downtime you can create potions and tinctures from Herbs. Each costs 2 Herbs.
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<ul>
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<li>Blue Vial</li>
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<li>Red Vial</li>
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<li>Antidote</li>
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<li>Drugs</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>Advanced Alchemy</td>
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<td>During Downtime you can create advanced potions.
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<ul>
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<li>Light Blue Vial (4 Herbs)</li>
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<li>Stimulant (Golden Chantell + Blue Vial)</li>
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<li>Adrenaline Potion (Golden Chantell + Fly Antima)</li>
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<li>Psychedelics (Fly Antima + Drugs)</li>
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</ul>
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</td>
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</tr>
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</table>
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</div>
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<div>
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<h2>Tinkering</h2>
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<table>
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<tr>
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<td>Trapcraft</td>
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<td>During Downtime you can create traps. Each trap costs 2 Scrap.
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<ul>
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<li>Molotov Cocktail</li>
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<li>Shrapnel Grenade</li>
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<li>Bear Trap</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>Weaponcraft</td>
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<td>During Downtime you can augment a weapon. Choose a weapon and give it a new tag. Tags do not stack.
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<ul>
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<li>Sharpened - Tag: Bleeding</li>
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<li>Extended - Tag: Long</li>
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<li>Honed - Tag: Deadly</li>
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<li>Forceful - Tag: Stunning</li>
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<li>Balanced - Tag: Versatile</li>
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<li>Accurate - Tag: Precise</li>
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<li>Light - Tag: Quick</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>Find Scrap</td>
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<td>During downtime you can search for mechanical Scrap. You find 1+Clever Scrap.</td>
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</tr>
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<tr>
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<td>Armorer</td>
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<td>Mend Armor costs 2 less points and 1 less Scrap.</td>
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</tr>
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<tr>
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<td>Explosives</td>
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<td>During Downtime you can create explosives. Cool. Each costs 4 Scrap.
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<ul>
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<li>Landmine</li>
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<li>Pipe Bomb</li>
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</ul>
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</td>
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</tr>
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</table>
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</div>
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<div>
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<h2>Other Skills</h2>
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<table>
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<tr>
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<td>Adaptability</td>
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<td>You can always take adaptability. You can only take adaptability once. Choose a basic ability (abilities
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in the inner ring of the hexen). After the next downtime gain that ability.</td>
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</tr>
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</table>
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</div>
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</body>
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</html>

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