vault backup: 2026-03-12 12:16:42

This commit is contained in:
2026-03-12 12:16:42 +01:00
commit 93ad6229ff
137 changed files with 6179 additions and 0 deletions
+12
View File
@@ -0,0 +1,12 @@
Old Armor Class is no longer used to determine hit chance. Instead:
- **1 AC = 1% damage reduction** (rounded down).
- AC is split into:
- **Physical AC**
- Blunt, Slash, Pierce
- **Elemental AC**
- Fire, Ice, Lightning, Force, Necrotic, Gas, Holy, B
Example:
If a target has **20 Slash AC**, incoming slash damage is reduced by **20%**.
Damage is reduced **after** all other modifiers (crits, posture effects, etc.).
+10
View File
@@ -0,0 +1,10 @@
[[HP and Death]]
[[XP and Levels]]
[[Parrying & Posture]]
[[Riposte]]
[[Sanity & Insanity]]
[[Traits]]
[[Combat/Mantras]]
[[Damage]]
[[Weapons]]
[[Armor Class]]
+83
View File
@@ -0,0 +1,83 @@
Damage represents harm dealt to a creature’s body, equipment, or supernatural form. This system separates **health damage**, **posture damage**, and **damage mitigation** to clearly distinguish lethality, pressure, and defense.
Unless explicitly stated otherwise, all creatures, including players, humanoids, monsters and bosses, follow the same damage rules.
---
## Damage Types
Damage is always assigned a **type**, which determines how it interacts with armor, resistances, and effects.
### Physical Damage
- **Blunt** (hammers, fists, shockwaves)
- **Slash** (blades, claws)
- **Pierce** (thrusts, projectiles)
### Elemental Damage
- **Fire**
- **Ice**
- **Lightning**
- **Gale**
- **Shadow**
- **Iron**
Some attacks may deal **multiple damage types**. Each type is resolved separately.
---
## Dealing Damage
When an attack successfully resolves (i.e., it is not parried or dodged):
1. **Determine Base Damage**
- Roll the weapon’s or effect’s damage dice.
- Apply relevant modifiers (ability modifier, proficiency bonuses, talents, mantras, etc.).
2. **Apply Critical or Conditional Modifiers**
- Critical hits, posture-based bonuses, talents, or special effects apply here.
- These always modify damage **before** mitigation.
3. **Apply Armor Reduction**
- Damage is reduced by the target’s applicable Armor Class (see below).
4. **Apply Remaining Damage**
- Any remaining damage is dealt to HP.
- Additional effects (Bleed, Burning, Shock, etc.) are then applied.
---
## Penetration
Some attacks or weapons have **Penetration**, allowing them to ignore armor.
- Penetration reduces the target’s relevant AC before damage reduction is calculated.
- Penetration cannot reduce AC below 0.
- Penetration does **not** affect posture damage.
Example:
A weapon with **3 Penetration** ignores 3 points (3%) of all AC.
**Total penetration from all effects cannot exceed 50%.**
---
## Posture Damage
Some attacks deal **Posture damage** in addition to or instead of HP damage.
- Posture damage represents pressure, imbalance, and guard-breaking force.
- Posture damage is typically derived from:
- Weapon **Weight**
- Talents, mantras, or special effects
- Posture damage is **not reduced by armor** unless explicitly stated.
Blocking converts HP damage into posture damage, as described in the _Parrying & Posture_ rules.
---
## Chip Damage
Some attacks and weapons deal **Chip Damage**, allowing a portion of their damage to bypass blocking defenses.
* Chip Damage represents force, heat, shock, or precision that cannot be fully negated even when bracing
* Chip Damage is expressed as a **percentage value**. This value determines how much of an attack’s HP damage passes through a block.
* Chip Damage is calculated **after Penetration**
* Armor reduction applies normally to Chip Damage
* Penetration affects Chip Damage the same way it affects normal damage
Example:
A weapon with **15 Chip Damage** causes **15% of its final HP damage** to be dealt even if the attack is blocked.
---
## Multiple Damage Instances
If an attack deals damage multiple times:
- Each instance is resolved separately
- Armor reduction applies to each instance individually
- Posture damage is applied per hit, not per attack
+46
View File
@@ -0,0 +1,46 @@
Health represents a creature’s physical resilience and ability to continue fighting. Unless explicitly stated otherwise, all creatures (players, humanoids, monsters, and bosses) follow these rules.
---
## Starting Health
At character creation, your **Starting Health** is determined by their character.
---
## Health Gain on Level Up
When you gain a level:
- Your **HP is fully restored**
- You gain additional maximum Health based on your Character + Fortitude Modifier
---
## Incapacitation (0 Health)
When a creature is reduced to **0 Health**, it becomes **Incapacitated** instead of dying immediately.
**While Incapacitated:**
- You are unconscious and unable to act
- You remain incapacitated for **3 rounds**
- Being hit while incapacitated **resets the timer**
- Any creature may use an action to **Execute** you to kill you outright.
- Executing takes one turn to complete and can be interupted by dealing damage to the executioner.
- After stating the execution, the turn of the executioner ends.
- Executing is finished as soon as their next turn begins.
- The recovery timer is paused whilst being executed.
After the 3-round duration ends:
- You stand back up with **1 HP**
- You may act normally on your turn
---
## Carrying an Incapacitated Creature
- An incapacitated creature (medium size or less) may be picked up and carried as a bonus action
- Picking someone up slows you by 50%
- Can't dodge while carrying
- Disadvantage on parrying when wielding Weapons that require two-handing.
- If the carrier is hit, the incapacitated creature is **immediately dropped**
- Recovery timer is paused while being carried
---
## Environmental Death
Some conditions bypass the incapacitation grace period.
If an incapacitated creature:
- **Is burning**
- **Is submerged in water**
They die after **2 rounds** if not picked up or removed from the hazard.
+21
View File
@@ -0,0 +1,21 @@
**Examples:** Greatswords, Greataxes, Greathammers
Heavy weapons focus on overwhelming force, posture destruction, and decisive blows.
### Benefits
- **High Weapon Weight**
- Deals massive Posture damage
- **Bonus Posture Damage on Block**
- Blocking Heavy weapons increases Posture damage taken by +1
- **High Penetration**
- Typically 15–20 Penetration
- **Guard Break Pressure**
- Heavy weapons excel at staggering enemies
### Drawbacks
- **–1 Dodge Reaction per round (minimum 0)**
- **–1 to Dodge Throws**
- **High Commitment**
- Missing an attack imposes disadvantage on your next Dodge or Parry
- **No Chip Damage by default**
- Heavy weapons rely on posture, not attrition
- **High Posture Cost on Block**
- Blocking while using a Heavy weapon causes +1 Posture loss
+15
View File
@@ -0,0 +1,15 @@
**Examples:** Daggers, Rapiers, Fists, Handguns
Light weapons favor speed, precision, and pressure through repeated actions rather than raw force.
### Benefits
- **+1 Dodge Reaction per round**
- **+1 to Dodge Throws**
- **Lower Posture Loss when Blocking** (–1 Posture damage, minimum 1)
- **Higher access to Chip Damage**
- Most Light weapons have **5–15% Chip Damage**
- **Fast recovery**: Missing an attack does not impose penalties unless stated
### Drawbacks
- **Low Weapon Weight**
- Deals reduced Posture damage
- **Lower Penetration**
- Typically 0–5 Penetration
+34
View File
@@ -0,0 +1,34 @@
**Mantras** are active abilities unique to this campaign. Considered the root of Ether’s usage and sometimes referred to as _Words of the Song_, Mantras are the primary way characters channel supernatural power.
---
## What Is a Mantra?
A Mantra is an **active ability** that a character can intentionally use during play.
- Mantras are **not spells** unless explicitly stated.
- Each Mantra defines:
- How it is activated (Action, Bonus Action, Reaction, etc.)
- Its effects
- Any costs, cooldowns, or conditions
- Mantras obey normal D&D action economy rules unless specified otherwise.
Mantras are always gained through **Level-Up Cards** or specific narrative rewards.
---
## Obtaining Mantras
Mantras are primarily obtained by **selecting Mantra cards when leveling up**. Once learned, a Mantra becomes a permanent part of your character unless replaced or removed by a specific effect.
---
## Mantra Slots & Loadout
By default, a character can **equip up to six Mantras at once**.
You may know more Mantras than you can equip, but only equipped Mantras can be used.
### Mantra Slot Types
- **Combat Mantras (3)**
Offensive or combat-focused abilities used to deal damage, apply pressure, or control enemies.
- **Support Mantra (1)**
Utility-focused abilities such as healing, buffs, crafting effects, or special interactions.
- **Mobility Mantra (1)**
Abilities that enhance movement, positioning, traversal, or evasion.
- **Wildcard Mantra (1)**
Can hold **any** Mantra type (Combat, Support, or Mobility).
Unlike spell slots in D&D, these aren't expended after using the mantra, instead the mantra is put on a cooldown.
+18
View File
@@ -0,0 +1,18 @@
**Examples:** Swords, Spears, Clubs, Rifles, Twinblades
Medium weapons are the **baseline** and most versatile category, balancing offense, defense, and pressure.
### Benefits
- **No inherent penalties**
- **Balanced Weapon Weight**
- Reliable Posture damage
- **Moderate Penetration**
- Typically 5–10 Penetration
- **Flexible Mantra Compatibility**
- Most mantras are balanced around Medium weapons
### Drawbacks
- **No specialization bonuses**
- **Limited Chip Damage**
- Usually 0–5%
- **Average Mobility**
- No dodge or movement bonuses
+54
View File
@@ -0,0 +1,54 @@
Posture represents balance, readiness, and combat momentum.
- All creatures start with **10 Posture** unless otherwise stated.
- While you have **at least 1 Posture**, you may **Parry or Dodge** attacks.
- If your Posture is reduced to **0**, you are **Staggered** until the start of your next turn.
- If you are Staggered due to an attack reducing your posture, additionally take the full damage of that attack.
When an attack would hit you and you have Posture remaining, you may spend **1 Reaction** to choose **Parry** or **Dodge**.
> All humanoid enemies, including bosses, follow these same rules unless explicitly stated otherwise.
### **Parry
You meet force with force, attempting to redirect or overpower the attack.
**Trigger:** You are targeted by a parryable attack.
**Cost:** 1 Reaction
**Parry Check**
- Roll your Parry Throw against the attacker’s Attack Throw.
- If the attack hits multiple times, make multiple Parry Throws against the attacker's Attack Throw for each hit.
#### **Success**
- You take **no damage**.
- You lose **1 Posture**.
- You may immediately make **one Melee Attack Action** against the attacker.
- This counterattack cannot be parried, but may still be dodged or mitigated by armor and effects.
#### **Failure (Soft Fail)**
- You do **not** take damage from this attack.
- Instead, you are forced into a **Block** against the **next attack** before your next turn.
---
### **Block
Blocking represents bracing yourself after a failed parry.
- Blocking is **automatic** and cannot be chosen voluntarily.
- You take **no HP damage**, but suffer **Posture damage**.
**Posture Damage While Blocking**
- Posture loss = **Weapon Weight × Number of Damage Dice** of the attack.
- If this reduces your Posture to 0, you are immediately [[Staggered]].
>Blocking cannot trigger counterattacks or effects tied to successful parries.
---
### Dodge
You evade instead of contesting force.
**Trigger:** You are targeted by an attack.
**Cost:** 1 Reaction
**Dodge Check**
- Roll your Dodge Throw against the attacker’s Attack Throw.
#### **Success**
- You take **no damage**.
- Move **3 meters** in any direction.
- Immediately remove **Burning** or **Chill** conditions.
- This movement does not provoke reactions.
#### **Failure**
- You take the attack normally.
- Dodge does **not** reduce posture on failure.
### Posture Damage
* If a humanoid is hit by a normal weapon attack:
* They take the weapons (Weight / 2) as Posture Damage
* If a monster (larger or taller) is hit by a normal weapon attack:
* They take the full weapon weight as Posture Damage.
+1
View File
@@ -0,0 +1 @@
When an enemy is stance-broken, they enter a 'staggered' state for 1 round. Anyone can use an action to perform a 'riposte', using the weapons riposte modifier on top of the original scaled damage.
+11
View File
@@ -0,0 +1,11 @@
At level 1, you have (8 + Willpower Modifier) Stacks of Sanity. Every level up you gain (1 + Willpower Modifier) Sanity. You can't lose sanity and it can't go below 8. You always gain at least 1 sanity.
Insanity has 4 Stages: 
- 100% Sanity: Everything is normal 
- 66% Sanity: You start shivering every few rounds, making you lose concentration and slowing you by 3 meters movement speed for 1 round. 
- 33% Sanity: You start scratching yourself every round, causing you to take 1d8 slash damage. 
- 0% Sanity: You can no longer recognize allies or enemies by their face. Every 5 rounds, you scoop at your eyes, taking 3d10 slashing damage as well as being stunned for one round.  
You lose Sanity by being in the depths. There are other sources of Sanity loss, but the depths are the main one.
Sanity can be restored by resting, certain talents or [[Combat/Mantras]] and being in safe places.
+9
View File
@@ -0,0 +1,9 @@
Traits: On level-ups 1, 2, 4, 6, 8, 9, 10, 12, 14, 16, 18, 19, you gain one mastery point.
Mastery Points can be invested into the following trait and only up to 6 times per trait.
*(So, in conclusion, 2 traits can be maxed out) 
- Vitality: You gain 10 HP 
- Erudition: Max Ether increases by 3 and max Posture by 0.5. Also increases Posture regain by 0.25 per point. 
- Proficiency: Weapon Attack and Parry Proficiency increases by 1 every point. Weapons gain 3 AC Penetration per point. 
- Songchant: Weapon Attack and Parry Proficiency increases by 1.5 every point. [[Combat/Mantras]] gain 5 AC Penetration per point.
+8
View File
@@ -0,0 +1,8 @@
Weapons are divided into three primary categories: **Light**, **Medium**, and **Heavy**.
Each category defines how a weapon interacts with **damage**, **posture**, **parrying**, **dodging**, **blocking** and **chip damage**.
Weapon choice determines **combat philosophy**, not just numbers.
[[Light Weapons]]
[[Medium Weapons]]
[[Heavy Weapons]]
+85
View File
@@ -0,0 +1,85 @@
This campaign uses a hybrid progression system combining **standard D&D leveling** with **identity-based card advancement**.
Characters grow in two parallel ways:
- **Level-based progression** (HP, class features, proficiency bonus)
- **Identity-based card progression** (Talents & Mantras)
Cards define how a character expresses their identity. Levels define their overall power scale.
---
# Experience & Leveling (Standard D&D)
- Characters gain **XP from encounters and story progression**, following normal D&D XP thresholds.
- When a character gains a **level**:
- Their **hit points are fully restored**
- Any normal D&D level-based features apply
Unless explicitly stated otherwise, all XP thresholds and leveling pace follow standard D&D conventions.
---
# Proficiency Bonus
- Characters use the **standard D&D Proficiency Bonus**, based solely on **character level**.
- Proficiency Bonus:
- Applies to attacks, saves, skills, and features exactly as described in D&D.
- Is **never influenced by ability scores**.
Ability scores and cards may modify _how_ proficiency is applied, but never its base value.
---
# Level-Up Cards (Core Identity Progression)
Every character has a **personal card pool** tied to their identity:
- Build concept
- Weapons
- Oath
- Background
- Mantras
- Faction
- Unique traits
No two characters share the same pool, even if they have similar classes.
---
## Card Gain Per Level
Each time you gain a level, you gain:
- **1–2 Talent Cards**
- **1 Mantra Card every other level**
The progression alternates:
- **Level A:**
- 1 Talent
- 1 Mantra
- **Level B:**
- 2 Talents
This pattern repeats for the entire campaign. Cards gained are added permanently to your **Resonance Library**.
---
# Talent Loadout System
Unlike traditional passive stacking systems, not all Talent Cards are active at once. You may **equip a limited number of Talent Cards** from your library.
- Unequipped Talents remain known but inactive.
- You may change equipped Talents during a **Long Rest** or in a designated safe location.
- Talents cannot be swapped during combat.
---
## Talent Slot Progression
Characters begin with:
- **4 Talent Slots**
Talent slot capacity increases as the character grows:
| Character Level | Equipped Talent Slots |
| --------------- | --------------------- |
| 1–3 | 4 |
| 4–6 | 6 |
| 7–10 | 8 |
| 11–15 | 9 |
| 16+ | 10 |
The total number of known Talents will exceed equipped slots. Build expression comes from selecting which Talents are active.