From 6a9a933e8df4d7968333a063977f09c8fd873308 Mon Sep 17 00:00:00 2001 From: Hazel Snider Date: Wed, 9 Sep 2020 01:53:39 -0400 Subject: [PATCH] Publishing to gh-pages (deploy.sh) --- glog/index.html | 30 ++++++++++++++++++++++++------ style.css | 4 ++++ 2 files changed, 28 insertions(+), 6 deletions(-) diff --git a/glog/index.html b/glog/index.html index 3a93e47..c5e2597 100644 --- a/glog/index.html +++ b/glog/index.html @@ -218,11 +218,14 @@

Intelligence: Test Intelligence to solve tricky problems, read obscure texts, identify items and treasure, etc.

Wisdom: Test wisdom to see through deceit, spot hidden dangers, avoid mind-altering effects, etc. Characters use Wisdom to determine the order of combat.

Charisma: Roll under wisdom to flatter, deceive, barter, threaten, etc. A character's Charisma may also influence a character's fate or luck.

- +
+
StatBonusStatBonusStatBonus
StatBonusStatBonusStatBonus
1,2-39,10,11018,19,20+3
3,4,5-212,13,14+121,22,23+4
6,7,8-115,16,17+224++5
+ +

Stat Tests

If an action could fail in an interesting way, a test of a stat will be called for. Roll a d20 and add the relevant stat. If the result is at or above 20, the PC succeeds. If the result is below 20, they fail.

Rolling a natural 1 is always a failure, and could possibly have further negative consequences depending on the situation. Rolling a natural 20 is always a success, and could also have further beneficial consequences depending on the situation.

@@ -296,12 +299,15 @@

Reaction and Morale Rolls

When encountering monsters, roll 2d6 + the CHA bonus of the most visible party member.

- +
+
2d6+ResultNotes
2d6+ResultNotes
2 or lessImmediate AttackOffended or disgusted.
3-7UnfavorableMay attack if victory likely.
8-11FavorableParley or bargaining.
12 or moreVery FavorableMay choose to cooperate.
+ +

Monsters (or hirelings) may try to run away or surrender if combat turns against them. Monsters have a Morale value listed from 2 (craven) to 12 (unbreakable). Check morale when:

  1. @@ -320,16 +326,22 @@

    The effects are cumulative. If PC with -8 HP and no current Injuries rolls a 10 on a d12, to the leg, X = 10+8+0 = 18. They gain 4 Fatal Wounds, the leg is Mangled, and also disabled for 18 days.

    If they took a further 1 point of damage (-9 HP), they would roll 1d12 + 9 (Lethal Damage) + 1 (Mangled) + 1 (Disabled) for 1d12+11.

    If required, roll 1d6 for location.

    - +
    +
    Result1. Arm2. Leg3-4. Torso5-6. Head
    Result1. Arm2. Leg3-4. Torso5-6. Head
    1+Disabled X DaysDisabled X DaysCracked Ribs X DaysConcussed X Days
    11+1 Fatal Wound, Mangled1 Fatal Wound, Mangled1 Fatal Wound, Crushed1 Fatal Wound, Skullcracked
    16+X-15 Fatal WoundsX-15 Fatal WoundsX-15 Fatal WoundsX-15 Fatal Wounds
    - + + +
    +
    ResultAcid, Fire / Cold, IceLightningVenom / ToxinMagic
    ResultAcid, Fire / Cold, IceLightningVenom / ToxinMagic
    1+Scorched / Frostbite X DaysBurned X DaysSickened X DaysAnathema X Days
    11+1 Fatal Wound, Burned / Frozen1 Fatal Wound, Fried1 Fatal Wound, Wracked1 Fatal Wound, Marked
    16+X-15 Fatal WoundsX-15 Fatal WoundsX-15 Fatal WoundsX-15 Fatal Wounds
    + +

    Fatal Wounds

    A PC has 3 rounds to clear any Fatal Wounds or they die. They can attempt to remove a Fatal Wound on their turn by rolling a 6 on a d6. PCs with fatal wounds are "unconscious" in the fact that they cannot take conscious or deliberate actions, they are not necessarily quiet or asleep and could be quite the opposite, screaming in pain, etc. Remove oldest Fatal Wounds first.

    Up to two adjacent allies can try to remove Fatal Wounds from a dying character by spending their turn doctoring the wounded PC and then testing 1/2 Intelligence (unless they have a relevant skill).

    @@ -435,11 +447,14 @@

    A "box" of a weapon's ammo takes up 1 Inventory Slot and costs one tenth the price of the weapon.

    Light Sources

    Outside of the listed light range, light sources illuminate shadows. Vague shapes, movement, and reflective surfaces will be visible in shadows, but no details can be distinguished. Lighting a torch or lantern takes 1 round. PCs are assumed to be carrying basic firestarting gear. Magic or cantrips may ignite a light source immediately.

    - +
    +
    Light SourceRadiusDuration
    Light SourceRadiusDuration
    Torch20' light, 20' shadows1 hour
    Lantern30' light, 30' shadows3 hours / flask of oil
    Candle5' light, 10' shadows1 hour
    + +

    Hirelings

    Hired at a fixed rate or purchased. Dangerous work may require bonuses. Generic hirelings have 10 in all stats, 5 HP, and no skills outside their profession.

    PCs can have up to 2 + CHA bonus hirelings without any issues. Mounts, slaves, and other pliable things don't count. Extra hirelings can be aquired, but may be disloyal, cunning, or poor quality.

    @@ -486,7 +501,8 @@

    Levelling Up

    PCs gain experience points (XP) by exploring or carousing. Exploring grants XP based on new locations reached. Fully investigating or mapping a location, or figuring out what is going on, grants more XP. Carousing gives PCs a way to convert loot into levels.

    Whenever a PC levels, increase their Meat, reroll their Grit according to their level and take the result if it is higher than the existing value. A PC can also test to improve a stat of their choice. Declare the stat and roll 3d6. If the result is over, the stat's value increases by 1.

    - +
    +
    LevelXPMeatGritTemplates
    @@ -499,6 +515,8 @@
    LevelXPMeatGritTemplates
    1-Con - 41d6 + 11
    2300Con - 22d6 + 22
    3700Con3d6 + 33
    1022,000Con + 103d6 + 10-
    +1+15,000+1+1-
    + +

    At level 5 and above, every time a PC levels up, they can retire to safety. They leave the adventure to settle down, buy some land if they can afford it, open a shop, teach at a school, beg in the gutter, etc. The GM can torment them no longer.

    At level 10 and above, a PC who dies can attempt to fight death. Should they best whatever reaper or being has come to collect their soul, they can return to life or possibly work out some other deal. Future saves to avoid death will be at a penalty.

    diff --git a/style.css b/style.css index d4018f3..2fd2262 100644 --- a/style.css +++ b/style.css @@ -85,3 +85,7 @@ table tr:last-child td { tr:nth-child(even) { background-color: #353535; } + +div.table-wrapper { + overflow-x: auto; +}