Initial commit

This commit is contained in:
2026-09-03 21:20:00 -06:00
commit dc985f3dac
606 changed files with 4868 additions and 0 deletions
@@ -0,0 +1,13 @@
Previous Section: [[03 🔵 Actions]]
# Tracking Time
During the majority of gameplay, time passes much as it does in our world. Actions and events are measured in minutes, hours, days, and years. Gameplay during encounters is often measured more closely in rounds and turns as described in the [[02 🔵 Initiative|Initiative]] section.
## Minutes
In tense environments like a dungeon full of patrolling enemies, a GM is likely to track PC progress in a scale of minutes. It might take a minute to creep down a hallway, another minute to check for traps on a door, and 10 minutes to search a room beyond the door. Minutes are also used in some dangerous situations, like measuring how long a character can hold their breath before suffocating.
## Hours
In less time sensitive situations like touring a city or exploring a forest, a scale of hours is more appropriate. Hours also factor into how often characters need to rest and how much time passes during a short rest versus a long rest. Hours also play into how much a character can accomplish during downtime activities.
## Quarter Days
For short journeys, days can be split into quarters. This works best when characters are traveling though uncertain regions where danger is around any corner. Details for journeys at this time scale are further explained in the [[02 🟡 Journeys|Journeys]] section.
## Days
For long journeys, a scale of days works best. For example, a journey could take multiple days that are (mostly) uneventful. A GM might roll on a random encounter table once per day to see if anything noticeable happens during the journey. If it does, the timescale might change to hours, minutes, or even rounds.
# Next Section
[[03 🔵 Movement]]
@@ -0,0 +1,62 @@
Previous Section: [[02 🔵 Tracking Time]]
# Movement
The GM can summarize movement without calculating exact distances or travel times but sometimes it's important to know more precisely how long it takes to get somewhere. Rules for this depend on a few factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
## Speed
Every creature has one or more ways to move through the world, called Speed. Speed is the distance a creature can cover with a [[03 🔵 Actions#Move (I)|Move]] action. On a character sheet or in character statistics, speed is always listed with a number measured in feet.
All creatures have a base walking speed. Creatures that have no ground-based movement have a base walking speed of 0. In addition to a base walking speed creatures may have one or more of the following movement speeds.
### Burrowing
Creatures with a burrowing speed can move through sand, soil, mud, or ice. A creature can't burrow through solid rock or anything of similar hardness unless it has a special trait for that.
### Climbing
Creatures with a climbing speed can move with ease on vertical surfaces. Unlike most creatures, a creature with a climbing speed doesn't need to spend extra movement when climbing using their climbing speed.
### Flying
A creature with a flying speed can use all or part of its movement to fly through the air. Most creatures with a flying speed must stay in continual motion to remain airborne, but some can hover. If a creature can hover, it is noted in parentheses after its flying speed.
### Swimming
Creatures with a swimming speed can move with ease in water or similar liquids. Unlike most creatures, a creature with a swimming speed doesn't need to spend extra movement when swimming using their swimming speed. In addition, creatures with a swimming speed don't make melee weapon attacks at disadvantage while underwater.
## Special Movement Rules
Characters often find themselves traversing dangerous environments or navigating perilous situations that require special kinds of movement. Characters might have to climb, crawl, swim, or jump to get where they need to go. In such circumstances, the following special movement rules apply.
### Climbing
While climbing, you move at half speed. If you climb in difficult terrain, each foot of movement costs 2 extra feet. At the GM's option, climbing a slippery vertical surface or one with few handholds might require one or more Strength + Athletics checks. Failing such a check might cause a creature to fall.
### Crawling
While crawling, you move at half speed. If you crawl in difficult terrain, each foot of movement costs 2 extra feet.
### Jumping
Several factors determine how far and how high a creature can jump.
#### Long Jump
When you make a long jump, you can cover a number of feet equal to Strength + Athletics. If you move at least 10 feet on foot immediately before the jump, you can cover an additional number of feet equal to half you walking speed. Either way, each foot you clean on the jump costs 1 foot of movement.
This rule assumes the height of your jump doesn't matter, such as a jump across a stream or chasm. At the GM's discretion, you must succeed on a DV 10 Strength + Athletics check to clear a low obstacle (no taller than a quarter of the jump's distance).
When you attempt to land in difficult terrain, you must succeed on a DV 10 Agility + Acrobatics check to land on your feet. Otherwise, you land prone.
#### High Jump
When you make a high jump, you leap into the air a number of feet equal to 3 + Strength if you move at least 10 feet on foot directly before jumping. When you make a standing high jump, you can jump half of that distance. Either way, each foot you clear on the jump costs 1 foot of movement. At the GM's discretion, you might be able to make a Strength + Athletics check to jump higher than you normally can.
### Swimming
While swimming, you move at half speed. At the GM's discretion, gaining distance in rough water might also require a successful Strength + Athletics check. Failing such a check might cause a creature to start drowning ([[06 🔵 Suffocating|Suffocating]]). Certain weapons are also more difficult to use while swimming.
## Difficult Terrain
Characters often travel on rough ground. Such areas are considered difficult terrain. You move at half speed in difficult terrain. Moving 1 foot in difficult terrain costs 2 feet of speed. If two or more sources of difficult terrain occur in the same space, you still move at only at only half speed.
## Forced Movement
Some effects or consequences move you against your will. Forced movement never provokes [[03 🔵 Actions#Intercept (A)|Intercept]] attacks from hostile creatures.
### Falling
Falling is a common hazard for characters. At the end of a fall, a creature lands prone and takes 1d10 bludgeoning damage for every 10 feet it fell (to a maximum of 20d10) unless it has a feature or trait that allows it to avoid taking damage from the fall. When a creature starts falling they immediately fall 30 feet. If the character has not hit the ground they may take a turn and then fall an additional 30 feet at the end of their turn. This continues until the creature hits the ground.
If a falling creature is knocked prone, has its flying speed reduced to 0, or otherwise loses the ability to move, immediately starts falling, unless it has the ability to hover or is held aloft by other means.
### Pulling and Pushing
Some affects such as the [[03 🔵 Actions#Push (I)|Push]] action can pull or push you away from a source. A creature that has grappled you might also drag you with it during its move.
## Traveling
Traveling is a method of movement used when creatures journey across great distances for long periods of time. When traveling, use travel pace rules to abstract this kind of movement.
### Travel Pace
While traveling, the party collectively decides if they move at a fast, normal, or slow pace. Consult the Travel Pace Table to find how far a group can move in a period of time for their pace, and whether the traveling at the pace has any benefits or penalties. Note that the Travel Pace Table assumes a party is moving through normal terrain. If a party is moving through difficult terrain, the distance they can travel is halved.
#### Mounts and Vehicles
For short time spans (up to 1 hour), many animals move much faster than Humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 10 to 12 miles, characters can cover larger distances at this pace, but this is rare except in densely populated areas.
Characters in animal pulled ground vehicles choose a pace on the table as normal. Characters in other vehicles are limited to the speed of the vehicle, and don't suffer penalties for a fast pace or gain benefits from a slow pace.
Mounts and vehicles can not travel at a fast pace while traveling through difficult terrain. Difficult terrain does still impose a movement speed penalty while using a mount or vehicle.
#### Travel Pace Table
| Pace | Distance per minute | Distance per hour | Distance per quarter day | Effect |
| ------ | ------------------- | ----------------- | ------------------------ | ------------------------------ |
| Fast | 525 feet | 6 miles | 36 miles | -5 penalty to Perception score |
| Normal | 350 feet | 4 miles | 24 miles | N/A |
| Slow | 175 feet | 2 miles | 12 miles | Can use stealth |
# Next Section
[[04 🔵 Interacting with Creatures]]
@@ -0,0 +1,48 @@
Previous Section: [[03 🔵 Movement]]
# Interacting with Creatures
While exploring, characters inevitably meet all manner of people and monsters. Creature is a broad term used to describe every living or sentient being in the game. All social interactions follow the same basic structure and are primarily accomplished through roleplaying. However, attempting to make a creature behave in a certain way usually involves rolling dice. Complex or tense social interactions present themselves as [[02 🔵 Social Encounters|Social Encounters]] and use the rules presented therein. These rules are not a substitute for roleplay but should be used as a crutch for determining the outcomes of complex social interactions.
## Roleplaying
Roleplaying is the main way that players interact with the game world -- through their characters. Most players are tasked with roleplaying only their own character, while the GM plays all the other creatures that appear.
Roleplaying is very similar to a basic form of acting, requiring a player to imagine how their character might think and feel as they experience the sights, sounds, and events described by the GM or other players at the table. Then, the player describes how their character responds or literally speaks the words their character would say in that circumstance.
Roleplaying a character doesn't mean you can't talk to the other real people at your table as your real self. In fact, "staying in character" the entire game can be harmful to navigating the overarching game experience. The key to great roleplaying is to identify and communicate the moments in the game where speaking or thinking "in character" is the best way to engage with the story.
> [!NOTE] Player Advice
> While you roleplay only your character, the GM has many more characters--sometimes several at once. Always remember to be kind to your GM as they bring the world to life.
> Here are a few concrete wayus to show that kindness:
> - If you notice a conversation between a PC and NPC isn't going anywhere, the GM has started repeating answers or information, or an interaction has a player (not a character) frustrated consider stepping "out of character" to ask directly if there is anything left to gain through conversation or if a different approach can move the story along.
> - Meeting new characters has a place in the game, but there are moments where stopping the action to talk to random creatures brings things to a halt. Stay aware of how much time you spend talking to NPCs versus the amount of time other PCs do. Adjust as needed.
> - No matter how brilliantly you roleplay or how well you roll the dice, some creatuyres won't ever act or respond the way you want them to. If you made a good effort and aren't getting the response you want,. stop trying, let someone else have a turn, and let the game move along.
## Contacts
Contacts are a special type of NPC that character's know and who serve as sources of goods, information, and services. They are not omniscient. They have a particular area of specialty, but they can usually reach out to others in their network. Contacts can be acquired during character creation, and they can also be awarded in the course of gameplay if the GM thinks the players have earned it.
Contacts have a set of regular character stats as well as two special stats: Connection and Loyalty. Both ratings range from 1 to 10
### Connection
Connection measures the contact's network and their capabilities of pulling information from the people they know. Someone who is new in town and just getting to know people would have a 1; a popular merchant might have a 4 or so; a mayor or city leader might have a 5 or 6; leaders of small countries would have a 7 or 8; leaders of large nations could have up to a 9 or 10. Contacts use their connection rating to find out how much information they might know about certain subject. The GM rolls a Connection + Connection check and compares the result to the Connection Results table.
Typically players will not know the exact value of a contact's connection but they may be aware of roughly how connected they are.
#### Connection Results Table
| Roll | Result |
| ---- | --------------------------------------------------------------------------------------- |
| 5 | Basic, broadly available background information |
| 10 | Information from previous study or loose professional knowledge |
| 15 | More esoteric knowledge, some whispers of gossip |
| 20 | Deep academic familiarity, strong professional knowledge, behind-the-scenes familiarity |
| 25 | High level information, knowledge of secrets and hidden information |
| 30 | Almost encyclopedic knowledge, including some deep secrets |
| 35 | Rare knowledge only available to a select few |
| 40 | Deep secrets others actively try to hide |
### Loyalty
Loyalty is used to determine how much the contact is willing to share with the player character. The general loyalty check is Presence + Loyalty. The result is the level of knowledge from the Connection Results table that the contact is willing to share for free. Levels above this can be learned through actions described in the [[02 🔵 Social Encounters|Social Encounters]] section. Contacts can only share what they know--just because the character rolled well on their loyalty check and the contact is willing to share information does not mean they suddenly know something they would not have known before.
#### Increasing Loyalty
While players do not typically know the exact value of a contacts loyalty they can increase the contacts loyalty by exploiting intimacies similar to an [[03 🔵 Social Actions#Instill|Instill]] action. The GM determines which level of intimacy is required to be exploited and sets the difficulty of the influence roll. If the player successfully beats the roll they increase the loyalty of the target.
Loyalty may also be increased during the [[3 🟡 Carousing|Carousing]] downtime activity, through roleplay, or over the course of a game as determined by the GM.
## Making New Contacts
New contacts are made during the course of the game through roleplay or the [[3 🟡 Carousing|Carousing]] downtime activity. Unless otherwise stated, when you make a new contact they start with a loyalty of 1.
# Next Section
[[05 🟡 Interacting with Items]]
@@ -0,0 +1,30 @@
Previous Section: [[04 🔵 Interacting with Creatures]]
# Interacting with Items
A character's interaction with items in an environment is often simple to resolve in the game. The player tells the GM that their character is doing something, such as moving a lever, and the GM describes what happens. Sometimes interacting with an object isn't trivial and the GM may call for a skill check to perform the desired action.
Characters can also damage objects. Objects are immune to poison and psychic damage, but otherwise they can be affected by attacks. The GM determines the object's EV and Health and might decide that certain objects have resistance or immunity to certain kinds of attacks (it's hard to cut a rope with a club, for example). Objects always fail Strength and Agility saves, and they are immune to effects that require other saves. When an object drops to 0 Health, it breaks. A character can also attempt a Strength check to break an object. The GM sets the DV for any such check.
## Types of Items
### Items
Items is the highest level category. It includes almost everything that isn't a creature or natural terrain. Items include equipment, objects, structures, and vehicles, and it's a catchall for things that don't fit neatly into another category.
### Equipment
The equipment category includes all items that can be carried or wielded by characters. Most weapons, armor, gear, and tools fall into this category. Typically equipment doesn't have EV or health and it can't be broken or damaged like other kinds of items.
### Objects
The objects category includes all items that can't be carried or wielded or items. Objects generally have an EV and health. Typically, objects can be broken. In many cases it makes more sense to treat huge or gargantuan objects as structures.
### Structures
The structure category contains items that are massive in scale or composed of many smaller objects. For example a single wall might be an object, but an entire castle would be a structure. Like objects, most structures can be broken. However, due to their scale, they often posses unique rules around breaking.
### Vehicles
The vehicle category includes items that are similar in size to structures and composed of many smaller objects. Vehicles specifically have their own vehicle stat block. Vehicles work differently from other items and are governed by their own rules.
## Lifting and Carrying
Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.
### Carrying Capacity
Your carrying capacity is equal to (10 + your strength score) * 15. This is the maximum weight, in pounds, that you can carry. If a character attempts to carry more weight than their carrying capacity their speed is reduced to 0. For every minute spent carrying more than your carrying capacity you must make an Exhaustion check.
If you carry weight in excess of one third of your carrying capacity, you are encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of two thirds of your carrying capacity, up to your maximum carrying capacity, you are heavily encumbered. This means your speed drops by 20 feet and you have disadvantage on skill checks, attack rolls, and saves using Physical attributes.
### Push, Drag, or Lift
You can push, drag, or lift a weight in pounds equal to twice your carrying capacity. While pushing or dragging weight in excess of your carrying capacity your speed drops to 5 feet.
### Size and Strength
Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, and lift. For a Tiny creature, halve these weights.
# Next Section
[[06 🔵 Senses]]
@@ -0,0 +1,35 @@
Previous Section: [[05 🟡 Interacting with Items]]
# Senses
Fundamental tasks -- noticing danger, finding hidden objects, and hitting an enemy -- relay heavily on a character's ability to perceive the world around them.
## Vision and Obscured Areas
Creatures primarily perceive the world by sight. This is called vision. Creatures usually have secondary senses of hearing, smell, and touch that also allow them to interact with the environment, but vision is considered the "standard" primary sense.
Darkness and other effects that obscure vision can prove significant hindrance. Areas of darkness or other effects that interfere with vision are labels as either lightly or heavily obscured.
### Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
### Heavily Obscured
In a heavily obscured area, such as darkness, opaque fog, or dense foliage, a creature effectively suffers from the Blinded condition when trying to see something in that area. A blinded creature can't see and automatically fails any skill check that requires sight. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
### Light Levels
The presence or absence of light in an environment is the common factor in determining whether an area is lightly or heavily obscured. The amount of light in a given area is measured by the following categories.
#### Sunlight
Sunlight lets most creatures see normally. It also has special effects on certain creatures with the Sunlight Sensitivity trait or similar features.
#### Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other light sources within a short radius.
#### Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light and surrounding darkness. The soft light of twilight and dawn also count as dim light. A full moon might also provide dim light.
#### Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night or within the confines of an unlit building or dungeon.
#### Magical Darkness
Magical darkness creates a heavily obscured area like darkness, but also obscures the vision of creatures who can see in darkness due to darkvision or similar abilities.
### Special Senses
In addition to basic vision, creatures can have one or more of the following additional senses.
#### Darkvision
A creature with darkvision can see in darkness. Within darkvision range, the creature can see in dim light as if it were bright light and can see in darkness as if it were dim light. A creature can't discern color in darkness, only shades of gray.
#### Keensense
A creature with keensense can perceive its surroundings using a sense other than vision. Creatures without eyes typically have this sense, as do creatures with echolocation or an extraordinary sense of smell. If a creature has no other form of sensing, it has a parenthetical note to this effect, indicating that the radius of its keensense defines the maximum range of its ability to perceive the world.
#### Tremorsense
A creature with tremorsense can detect and pinpoint the source of vibrations when it and the source are in contact with the same ground or substance. Tremorsense typically can't detect flying or incorporeal creatures.
#### Truesight
A creature with truesight can see in dim light, darkness, and magical darkness as if it were bright light. It also sees creatures and objects with the invisible condition, it automatically detects visual illusions and succeeds on saves against them, and it perceives the true form of a creature with the Shapechanger tag or a creature that is transformed by magic. Furthermore, the creature can see into the Cognitive realm within truesight range.
# Next Section
[[02 🔵 Health and Wounds]]