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# Basic Rules
At a high level, all of the action in games of The Source boils down to two things: The Basic Move and storytelling. Everything else builds on top of these two fundamentals to create the story of your players and their actions.
## The Basic Move
When you do something risky or dangerous, roll 2d6 and add a relevant attribute score.
- On a 12+, you do it perfectly, with some additional benefit.
- On a 10-11, you do it perfectly.
- On a 7-9, you do it, but with some cost or complication.
- On a 6-, you fail to do it, with some additional negative consequence.
Every player has the following attributes:
* Tough (TOU): taking or dealing damage, breaking things, endurance
* Quick (QUI): aim, finesse, acrobatics
* Clever (CLE): adaptability
* Perception (PER): perceiving traps, calming monsters, intuition
* Learned (LEA): knowledge about the area
* Charm (CHA): social skills, bluffing, haggling, inspiration
Every class will also have their own special moves. These will build on top of the basic move (EG: Clerics/Wizards casting spells, Artificers creating things) and may cause disadvantageous side effects if they fail.
Moves only make sense when there is a sense of _risk_ involved to things. Breaking a door down isn't risky unless there are monsters behind it. Picking a lock isn't risky if nobody can hear it or catch you doing it. Haggling isn't risky unless you are starved for gold. Attacks aren't risky if they aren't fantastic.
## Dungeon Master Advice
This is a fantasy roleplaying game. Your job is to help the players explore the world, have adventures and craft legends as a group. Read through this supplement and maybe a Dungeons and Dragons starter guide or two. Take things as they happen and don't be afraid to ask your players for ideas. Improvisation only can go so far.
Also, failure doesn't have to be a *complete failure*. If you fail a hit on a monster, you could just transfer that damage to another nearby monster instead of nullifying it out. Doing this helps keep the players in the flow of the game and make everything fun for everyone. Sometimes it can be fun to have a critical failure result in a better result for everyone. If you do end up making a move actually fail for a player, have them get some experience as penance.
Remember the rules (even though there are only a few of them) are NOT written in stone; and if something comes up that you feel is "wrong", make up something else! Don't be afraid to ask your players for amusing ideas. They are a very valuable resource for this!
As the Dungeon Master, you should let the players know what the risks are before they roll. This lets players be informed and they might change their minds about their actions. This is good, this means your players are thinking!
To quote the 6E handbook:
> When you fight an enemy in melee, roll for toughness. A 7-9 might mean that you successfully do your damage to the enemy, but they do their damage to you, or disarm you. A 6- might mean that you dont do your damage to the enemy, and they do their damage
>
> When shooting an enemy at range, roll for quickness. A 7-9 might mean that you successfully do your damage to the enemy, but they manage to move into melee range of you and swing - What do you do? A 6- might mean that you miss, and that was your last arrow!
>
> When you look for rumors in town, buy a round for the local publicans and roll for charm. A 10+ might mean you get two rumors. A 7-9 might mean you only get 1 rumor. A 6- might mean you put your trust in bad information.
## Using Withinbot
Withinbot is a Discord bot written in Rust that helps to manage dice and stat rolling for 6E games. It is present by default in the guild for The Source, but if you want to add it to your own Discord guild contact Cadey at Cadey~#1337.
### Dice
Dice rolling is done with the ~roll command. It takes arguments that look like this:
```
~roll [number of dice]d[number of dice sides][+/-modifier]
~roll 3d6
```
The bot will reply with the list of dice that fed into the roll and the result:
```
[2, 5, 2] = 9
```
### Bug Reports
=> https://github.com/Xe/withinbot/issues/new Report any bugs or issues with Withinbot here
### Gemini Dice Route
If you are reading this via the gemini protocol, you can roll dice using the same random engine as Withinbot using the /dice route.
=> /dice

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# Character Creation
Character creation is done in a few phases:
1. Help everyone choose a class and have them choose a class advancement for level one
2. Tell them how to buy their attributes
3. Tell them how to roll their hitpoints
4. Help them figure out how many inventory slots they have and explain how weight works
5. Get some equipment
## Choosing A Class
Show the players the list of classes in the book. If they want to run something else, give them the blank sheet and help them work through creating their own class. Make sure everyone has the base character sheet for their character. If running a game with people who haven't played tabletop games before, stick to the 4 core classes of Cleric, Fighter, Thief and Wizard.
Have them fill out their name and pick an advancement on the second page of
their character sheet. Encourage them to pick an advanacement that sounds
amusing to them, or something that could become useful. Players will get another advancement every level they gain.
## Buying Attributes
Instead of rolling for attributes like other games, The Source allows players to buy their attributes from a pool of points. This allows players to craft a character to the kind of style they want to play instead of relying on luck to build one.
Every player starts with a 0 in every attribute (this doesn't mean they have no skill in it, these attributes are more like bonuses). Players also get a bank of 27 points to invest in their attributes. Players can buy the following attributes for their character:
```
| Value | Cost |
|-------|------|
| +2 | 9 |
| +1 | 7 |
| -1 | 1 |
| -2 | 0 |
```
By default, every attribute will be set to zero. The minimum value for an attribute is -2, the maximum value for an attribute is +2. Any points left over will be added to your hitpoint value.
However, if a player wants to leave their attributes up to the roll of the dice, have them roll two six-sided dice for each attribute and translate them into stats according to the following table:
```
| Roll | Attribute |
|------|-----------|
| 11+ | 2 |
| 9-10 | 1 |
| 6-8 | 0 |
| 4-5 | -1 |
| 3- | -2 |
```
These attributes will function as bonuses to player moves.
## Rolling for Hitpoints
Have each player add up their toughness attribute with their level (in most cases, this will be one). Then roll that many six-sided dice and have the player keep one of them. This plus any points they had left over from the point buying session becomes their hitpoints. Any player that rolls for their attributes gets a hitpoint bonus of 5. As an example:
> Faeor is at level 1 with a toughness attribute of 2. Faeor rolls three six-sided dice and gets a 5, 4 and a 6. Faeor picks the 6 and had 4 points left over from attribute buying, so they have 10 hitpoints total.
Players may re-roll their HP if they are stuck with only one hitpoint. If a player consistently gets one for their HP roll, the Dungeon Master should give them a HP stat that they feel makes sense for the player.
## Inventory Slots
By default, every player gets 12 inventory slots. This number is then modified by their toughness attribute. If the player's toughness is +2, then they get two more inventory slots for a total of 14. If their toughness is -2, then they lose two inventory slots for a total of 10. Cross off the numbers for any unusable inventory slots.
If a player ever carries more stuff then they have inventory slots, they get 2 subtracted from all of their rolls.
## Getting Equipment
Everyone starts out with one or two remarkable items, or items that give players a small advantage in extremely specific circumstances. There are some examples below. Don't worry about basic adventuring gear like weapons, armor and torches. They can be obtained with gear points.
* Dueling Sword - +1 when youre defending your honor with threats of (or actual) violence.
* Quick Pick - +1 when you need to open a lock quick or quiet, so no one notices.
* Lucky Helmet - +1 when you need to avoid a freak accident.
* Trusty Waterskin - You (only) may drink from it when you rest to roll one additional die for your HP — keep the normal amount though.
* Component Pouch - If you would forget a spell, you may spend the contents to prevent forgetting it. One use, refills when you refresh your Gear bubbles.
* Fancy Hat - +1 when youre making a deal with a merchant or statesman.
* Mercurial Wand - Once/day you can use this to cast a random spell from the Wizard Spell List — better roll for it!
* Loaded Dice - +1 when you gamble with them.
### Gear Points
Gear points can be spent to acquire "basic" adventuring gear like torches, light weapons, staffs, bows, shields, armor and miscellaneous things. When you need a standard piece of mundane adventuring gear thats not currently in your inventory, you may fill in an empty bubble to declare that you had the item all along. If you do so, write the item in your inventory.
When youre in town, you may spend 25g to empty all of your gear points. You get to keep the items if you want.
### Making Things Up
If players want to have more spells or things they can do, help them work out something new. You can use descriptions from other fantasy games like Dungeons and Dragons or Dungeon World. Just read the names and descriptions, the stats aren't as important (the exact stats in those games are likely to be balanced for that game and that may disrupt the balance in 6E).
Don't be afraid to make things up though, that's how things become fun!

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# Artificier
The Artificier is a class defined by their ability to fashion genius creations out of other things. These genius creations are highly breakable (depending on the materials) and there is a limit to how many times the forge engine can be used in a limited amount of time.
## Basic Rules
At character creation, count the number of empty inventory slots you have and roll that many four-sided dice. Multiply the result by five. This gets you your starting gold.
As an Artificier, you can spend an hour to create a mundane non-consumable object.
After your fourth and eighth advancements, gold to create genius creations increases by 10.
When you're in town, you can spend 25gp to auction off your active genius creations, clearing out your creation bubbles.
Your basic attacks do d6 damage.
### Forge Engine
The Artificier carries a handheld forge engine with them (it does not take up an inventory slot) that can be used to make various genius creations. This forge engine takes gold and materials, then creates something using it. The materials fed into the forge engine influence the effect of the creations. The following table will help the Dungeon Master balance the creations:
```
| Material | Strength |
|:--------------|:---------|
| Foraged Wood | 2 |
| Wood | 3 |
| Foraged Metal | 4 |
| Metal | 5 |
```
The Strength of a given material influences how many failed (or partially failed) rolls the creation can survive before it will break (this should be taken as a soft guideline for the Dungeon Master, not a hard one). Genius creations will also only be active for twice as many turns as the strength shows. The more gold something costs, the more materials it will require (the Dungeon Master can help decide if there are enough materials to craft something).
Crafting with the forge engine requires being clever, so rolls for crafting things are rolls for cleverness. When you attempt to create a genius creation, spend the stated gold and roll for cleverness. On a 7-9, choose one of the following effects. On a 6-, choose neither:
* Your creation is successful
* There isn't an energy discharge that stalls the device for one turn
The Artificier can also pre-create genius creations in a tavern or other safe space and store them in their inventory, provided they have room and materials for them.
### Genius Creations
This list is not complete and will be added to as facts and circumstances emerge.
* **Alchemical Elixir** - 10 gp, 1 weight. With an empty flask in your possession, you create one of the following elixirs: Healing - Heal 2d4+INT HP, Resilient - Gain +1 Armor, Brave - +1d4 to attack rolls for a short time, Flight - Drinker gains flight for a short time
* **Arcane Ballista Cannon** - 25 gp, 3 weight. You create a small magical bipedal cannon. It shares your initiative count, but acts after you do. It has +2 Armor and HP equal to four times your level. It attacks for 1d6 damage. This uses a creation bubble when deployed.
* **Arcane Protector Cannon** - 4 weight, 30 gp. You create a small magical bipedal cannon that emits a burst of positive energy which heals 1d6 nearby allies for 1d6+LEA. It shares your initiative count, but acts after you do. It has +1 Armor and HP equal to four times your level. This uses a creation bubble when deployed.
* **Enhance Weapon** - 15 gp. Imbue a weapon of your choice with magical energy, providing +1 to attack and damage rolls.
* **Enhance Defense** - 15 gp. Imbue a shield or armor of your choice with magical energy, providing a +1 armor bonus.
* **Enhance Focus** - 20 gp. Boost an allys aura granting +1 to spells.
### Advancements
This is just a list of suggestions, make your own if you feel these aren't good enough.
- **Genius** - Gain +1 Clever.
- **Robust** - Gain +1 Tough.
- **Shifty** - Gain +1 Quick.
- **Worldly** - Take an advancement from another class (pick a cool one, not an attribute bonus).
- **Artillery** - Increase the damage die for your Arcane Ballista Cannon.
- **Improved** - Affect +1 to max Genius Creations.
- **Inspired** - You can attack twice per turn, rather than once.
- **Arcane Inspiration** - Your Arcane Ballista Cannon can attack twice per turn.
- **Arcane Efficency** - Contribute double the GP cost towards a Creation to add +1 to all its effects (available after 5 advances).
- **Flash of Genius** - Attach the forge engine to your armor or weapon for a permanent +1 buff and damage die increase (available after 5 advancements).

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# Cleric
The Cleric is a holy warrior bound to protect and execute justice with their religious spite as the fuel for their adventures. They can cast spells and gain new ones when they spend an hour in silent communion with their deity. Spells are gifts however, they can be forgotten as easily as they can be remembered.
## Basic Rules
At character creation, pick a spell alongside picking an advancement. This spell will be available both inside and outside of battle. If one of the spells on the list doesn't tickle your fancy, work with your Dungeon Master to come up with a new one.
When you're in town, you may spend 25gp to empty out all of your equipment bubbles.
Your basic attacks do d6 damage.
When you spend an hour or so in silent communion with your deity, you forget all the spells you have memorized and may memorize your level + learned attribute number of spells. You may choose any spell on the Cleric list. You can do this in battle in exchange for not being able to act for 2 turns. If you get attacked during your communion, you will not be able to learn any spells.
## Casting Spells
To cast a spell, use your wisdom stat as the bonus for your basic move. On a 7-9 roll, choose one of the following effects. On a 6- roll, choose neither.
* The spell affects its intended target
* You don't forget the spell
If you forget the spell, you should cross it off your list of available spells. You can relearn it when you are next in communion.
## Spells
This list will be added to as facts and circumstances emerge.
* **Command** - A creature obeys a single, three-word command that does not directly harm it.
* **Control Weather** - You may alter the type of weather at will, but you do not otherwise control it. It lasts 12 hours.
* **Cure Disease** - Cure all status effects from someone.
* **Hold Person** - A nearby person or humanoid creature is unable to move for d4 turns.
* **Inspire** - In battle, nearby (within an aura of 3 map squares) allies may treat their roll as if it is one tier better.
* **Remove Curse** - Remove all curses from something you touch.
* **Scry** - See through the eyes of a creature you touched earlier today.
* **Silence** - Negate all sound within 15 feet of the casting site.
* **True Sight** - See through nearby illusions.
* **Ward** - A silver 40 foot circle appears on the ground, centered at the caster. Choose one thing that cannot cross it: living creatures, dead creatures, projectiles or metal.
## Advancements
* **Resolute** - Gain +1 Perception.
* **Indomitable** - Gain +1 Tough.
* **Genial** - Gain +1 Charm.
* **Worldly** - Take an advancement from another class.
* **Studious** - Add a random Wizard spell to your deity's spell list.
* **Turn Undead** - When you renounce the unholy products of necromancy, roll for wisdom. On 10+, all mindless undead flee from your presence and all intelligent undead are momentarily stunned for d4+2 turns. On a 7-9, half of them are.
* **Cure Light Wounds** - When you touch a wounded person, you may heal them from d6 hitpoints plus your level. You may do this as many times as you have levels.
* **Divine Armor** - When you have no armor, you have 2 armor.
* **Death Rites** - After a battle, when you take time to dedicate your victory to your deity of choice and deal with the dead, you and anyone who helps may add one to their next roll.

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# Fighter
The Fighter is a pure warror type. The tools of their trade are their weapons, fists and other appendages. They do not have spells, magic or other kinds of feats, but they make up for that with their sheer potential for inflicting damage on anyone who threatens them or their party. They can also learn the fighting styles of worthy opponents.
## Basic Rules
Your basic attacks do d8 damage, and do not require a weapon (no matter what racial information says).
When you get a 12+ roll on attack with a remarkable weapon, you might impress, dismay or frighten your enemy.
When you deliver the killing blow to a worthy opponent, you learn from its fighting style. Decide which remarkable technique you want to take away and write it on your sheet. When you use that move, add 1 to your roll. You may have as many techniques memorized as you have levels.
## Advancements
* **Crafty** - Gain +1 Clever.
* **Indomitable** - Gain +1 Tough.
* **Genial** - Gain +1 Charm.
* **Worldly** - Take an advancement from another class.
* **Dangerous** - You deal +1 damage.
* **Sturdy** - When you roll your HP, keep one more die than you would otherwise.
* **Comrade** - When you roll to help someone, add one to your result.
* **Precise** - When you roll a 12+ to fight or shoot someone, you ignore their armor.
* **Soldier** - Armor takes up one fewer inventory slot for you.
* **Inspiring** - At any time, you may give HP to your allies.

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# Grafter
Where the Artificer experiments with magical trinkets, the Grafter experiments on flesh and blood. They are able to harvest monsters for parts and then graft those parts onto teammates, enemies or even themselves.
### Basic Rules
Your basic attacks do d4 damage.
### Grafting
Harvesting monsters for parts can be done after battles. You can choose to study a monster and harvest it for parts by rolling for intelligence. On a 10+, learn the Graft for the monster (if you don't know it yet) and harvest d3 parts. On a 7-9, harvest one part.
You can then graft these parts onto a patient (plus one more part for each Graft the patient has already) by rolling for learned. For the results:
* On a 12+, the Graft is permanent.
* On a 10-11, the Graft will last a week.
* On a 7-9, the Graft will last as many days as you spent parts (1 part = 1 day, etc).
* On a 6 or below, the Graft fails, the patient suffers d3 damage and you lose d3 parts in the confusion.
### Advancements
* **Big Brain** - Gain +1 Learned.
* **Steady Hand** - Gain +1 Quick.
* **Strong Stomach** - Gain +1 Tough.
* **Study Abroad** - Take an advancement from another class.
* **Efficient** - Base Graft cost is always 1 part, regardless of how many Grafts are already on the patient.
* **Zoologist** - Create a new Graft based on a monster of Legend.
* **Self-Care** - You can apply Grafts to yourself by rolling for Dexterity instead of Intelligence
* **Dread Recognition** - When an ally fights a monster they have a graft of, they get +1 on their attacks, spells and actions against it.
* **Alchemy** - When you boil Parts down into a tonic, spend 1 Part and roll for intelligence. On a 10 or higher create 1 Graft tonic. On a 7-9 spend another part to make the tonic. You or a party member can drink this tonic to gain the Graft's effect for a day.
* **Second Opinion** - When you attempt to Graft, you may reroll but you must keep the second result.
* **Stronger Stomach** - When you eat rations to recover HP, you may also eat a Part, adding one die to the roll.

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# Classes
These are all of the character classes described in the rulebook for The Source. Each class has its own advantages and disadvantages, and is balanced enough to make things somewhat fair, but not enough that the player is drowned by rules. Each of the classes described in this book will have their own page or two in this book. They will describe the advantages and disadvantages of the class.
=> ./artificier.gmi Artificer
=> ./cleric.gmi Cleric
=> ./fighter.gmi Fighter
=> ./grafter.gmi Grafter
=> ./monk.gmi Monk
=> ./shapeshifter.gmi Shapeshifter
=> ./thief.gmi Thief
=> ./wizard.gmi Wizard
## Making Your Own Class
Don't like any of these classes? You can work with your Dungeon Master to create your own class. For inspiration on this you can use any set of details as a base to work off of. Start with the high level ideas from any other fantasy roleplaying game.
## Come Up with a Backstory
If it helps you get into character, come up with a few sentences that describe your character's background, their life story, how they came to join this adventuring party. Who did they know beforehand? What was that relationship like? How did that relationship influence others in the party?
If this sounds like too much effort, feel free to cut this part out and cast it aside.

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# Monk
Monks spend years in solemn meditation to learn the ability to harness powerful Ki arts to change the tides of adventures. Ki arts are like spells but due to the years of intense study, you cannot lose them if you fail a roll.
## Basic Rules
Your basic attacks do d6 damage.
When you drop a random aphorism in a conversation, you gain +1 charisma for the rest of the conversation.
When you deliver a killing blow, you can quickly move into melee range of the next closest enemy.
## Ki Arts
Ki arts can be rolled for at any point in the adventure. Follow the directions the Ki art describes and then you either gain the effects or risk opening yourself for counterattack. When you attempt to channel a Ki art, roll for the statistic shown. On a 7-9, choose one of the following effects. On a roll of 6 or below, neither happen.
* The move affects its intended target.
* You don't open yourself up for a counterattack.
Here are some Ki arts Monks know:
* **Temple upon the Mountain** - Roll for toughness, you halve all damage until the end of the next turn.
* **Fist of Iron** - Roll for toughness, add +2 to the damage roll on this attack.
* **Ride the Lightning** - Roll for quickness, channel electricty through your fist, doing double damage to enemies wearing metal armor.
* **Cloak Stance** - Roll for perception, you're difficult to hit and impose -2 to the next attack against you.
* **Herculean Aura** - Roll for toughness or quickness, choose which modifier to add and increase the damage die for this attack to a d8.
* **Steel Advance** - Roll for learnedness, choose up to 2 enemies and rapidly attack each target.
* **Wind Stands True** - Roll for quickness, half the damage of the next attack that hits you and immediately make a counterattack.
* **Ghostwalk Blessings** - Roll for toughness, your skin hardens, allowing you to fall up to 40 feet without taking damage.
* **Calling the Corners** - Roll for perception and choose one of the following effects: instantly light or snuff out a candle or torch, chill or warm nonliving material for a short time, mold earth, fire, water or mist into a crude form.
## Advancements
* **Graceful** - Gain +1 Quick.
* **Indomitable** - Gain +1 Tough.
* **Resolute** - Gain +1 Perception.
* **Worldly** - Take an advancement from another class.
* **Dangerous** - You deal +1 damage.
* **Opportunist** - Whenever a creature closeby is hit by someone else, you can make a melee attack on that creature.
* **Stunning Strike** - When you roll a +12 on an attack with a remarkable weapon, you stun your enemy.
* **Extra Strike** - When you are first for initiative, you make two attacks.
* **Unarmored Defense** - Light clothing counts as +1 armor
* **Disciplined** - Work with the Dungeon Master to create a new Ki art.
* **Toughness** - You may heal yourself for d6 plus your level, as many times per days as you have levels (available after 5 advances).

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# Shapeshifter
Shapeshifters are naturals at blending in. They can assume the forms, traits and moves of creatures they have studied.
## Basic Rules
Your basic attacks do d6 damage.
Your Bestial forms list can have as many entries as you have levels and Learned (minimum 1).
## Shapeshifting
When you study an animal for an hour or so, add it to your Bestial Forms list.
When you assume a Bestial Form, roll for Learned. On a 10+ choose three of the following effects. On a 7-9, choose two of the following effects. On a 6 or lower, choose 1 of the following effects.
* Act immediately.
* Increase damage die by one step (d6->d8->d10).
* Reduce damage taken by one.
* Gain +1 to the beast's strongest attribute
You keep your attributes and gain any abilities or actions the thing you shapeshifted into had. Characters outside the party will be unable to tell a shapeshifted Bestial Form from the real thing.
## Advancements
* **Eagle-eyed** - Gain +1 Perception.
* **Lion-hearted** - Gain +1 Tough.
* **Cat's-paw** - Gain +1 Quick.
* **Adaptation** - Take an advancement from another class.
* **Ferocious** - You deal +2 damage while transformed.
* **Bodily Mastery** - While resting you may re-roll any number of dice once.
* **Material Transformation** - When you transform, any gear you have will shapeshift with you.
* **Abberrant** - You may study monsters to add them to your Bestial Forms list.
* **Doppelganger** - You may study people to add them to your Bestial Forms list.
* **Symbiotic Transformation** - You may touch a willing participant to let them assume a Bestial Form. They must make their own roll.
* **Dire Form** - When you roll a 12+ to assume a Bestial Form, double all chosen bonuses.
* **Fluent** - When you transform into a person, you are fluent in any languages they are.

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# Thief
Thieves are part of the cunning underbelly of The Source. Thieves control a large part of the economy due to their sheer number of connections and aptitude in trade.
## Basic Rules
Your basic attacks do d6 damage.
When you attack an unaware opponent, treat any 6- results as 7-9 instead and add an extra d6 to your damage roll. When you try to pass unnoticed, you may treat a 6- result as a 7-9 instead.
You are well-connected. When situations come up and you need to know someone, roll for Charm:
* On a 10+, that person will act like they owe you a favor
* On a 7-9, that person will think you owe them a favor
* On a 6-, that person will want a lot more than they would want normally
Make sure to keep a list of your connections and any notes about them. They will remember.
## Advancements
* **Artful** - Gain +1 Clever.
* **Resolute** - Gain +1 Learned.
* **Popular** - Gain +1 Charm.
* **Worldly** - Take an advancement from another class.
* **Light-Footed** - Light armor doesn't take up an inventory slot.
* **Marksman** - You deal +2 damage with ranged weapons.
* **Eagle Eye** - You're never caught by surprise. If an enemy would surprise you, you act first instead.
* **Underdog** - When you're outnumbered, you have +1 armor.
* **Slippery** - Light armor prevents two damage per attack instead of one.
* **Assassin** - When you roll a 12+ to attack an unaware enemy, add another d6 to your damage.
* **Wary** - When you attempt to avoid or disable a trap, add your Dexterity and Intelligence to your roll.

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# Wizard
The Source has rules. Wizards bend those rules to their will so they can become unstoppable. Choose this class if you want to wield unfathomly powerful magic to smite your enemies where they stand.
## Basic Rules
Your basic attacks do d4 damage.
When you study your personal spellbook for an hour or so, you forget any spells you had memorized and may memorize as many spells as your level plus your Intelligence. You can choose any spell in your spellbook.
## Casting Spells
When you attempt to cast a spell you've memorized, roll for Learned. On a 7-9, choose one of the following effects. On a 6-, choose neither.
* The spell affects its intended target.
* You don't forget the spell.
When you attempt to add a spell from a scroll or another Wizard's spellbook to your spellbook, roll for Intelligence. On a 10+, add the spell. On a 7-9 you may add it only if you remove another spell. On a 6-, you fail and may never memorize or cast that spell.
## Spells
Work with your Dungeon Master to come up with some better spells. To create new spells, look up spells from other game handbooks, but only copy the name and any side effects. The Dungeon Master will know what damage is right.
* **Detect Magic** - You hear nearby magical auras singing. Volume and harmoney increase the aura's power and refinement.
* **Floating Disc** - An invisible, frictionless object hovers two feet above the ground. It can hold up to your level number of humanoids, or about the equivalent weight.
* **Magic Missile** - Hurls a glowing dart of magical energy at a target. Does d6 plus your level in damage.
* **Fireball** - Hurls a ball of fire at a target. Does d6 plus your Intelligence damage and causes a burn at 12+.
* **Comprehend** - You are fluent in all languages for the rest of the day.
* **Pit** - A pit 10 feet wide and 30 feet deep opens in the ground.
* **Icy Touch** - A thick ice layer spreads across a touched surface, up to a 30 foot radius.
* **Raise Dead** - 1d6 skeletons rise from the ground to serve you. They can only obey simple orders and attack for d4 damage.
* **Spider Climb** - You can climb surfaces like a spider.
* **Sleep** - d6 nearby creatures fall into a light sleep.
* **Adhere** - A nearby object becomes covered in extremely sticky slime.
## Advancements
* **Resolute** - Gain +1 Learned.
* **Smart** - Gain +1 Clever.
* **Shifty** - Gain +1 Quick.
* **Worldly** - Take an advancement from another class.
* **Adept** - You can memorize one additional spell per day from your spellbook.
* **Studious** - Work with your Dungeon Master to add a new spell to your spellbook.
* **Cross-Disciplinary** - Add a random Cleric spell to your spellbook.
* **Infamous** - Your reputation precedes you. When you need to make a new connection, roll for charisma. On a 7-9, the person you find is less than ideal, or needs a favor. On a 6-, they theyve got a job for you, and they wont take no for an answer.
* **Magic Detector** - You may cast a weaker form of Detect Magic outside of battle for free. You dont have to memorize it, and casting it doesnt require a roll (it always counts as a 10+).
* **Arcane Armor** - When you bear no armor or shield, you have 1 armor.
* **Wild Magic** - When you roll a 12+ to cast a spell, double its effectiveness.

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# Encounters and You
Monster encounters are more about the story than the actual numbers of the fight. Keep this in mind when creating responses to moves. Here are some important guidelines to keep in mind.
## Accuracy In Battle
Remember the basic move from earlier:
> When you do something risky or dangerous, roll 2d6 and add a relevant attribute score.
>
> * On a 12+, you do it perfectly, with some additional benefit.
> * On a 10-11, you do it perfectly.
> * On a 7-9, you do it, but with some cost or complication.
> * On a 6-, you fail to do it, with some additional negative consequence.
In battle, a 6 or less doesn't mean that the attack has to miss completely. Is the attacker close to another enemy? Why not have the attack connect there?
## Leveling Up
In The Source, players level up after gaining 1000 times their current level experience points. Players may pick an advancement while leveling up. Experience points can be gained in battle. This means that a player could concieveably level up during a fight, pick an advancement that could turn the battle around completely and then perform some glorious move to save the party.
The level cap is normally 20. If players get more experience and want to level up past that, you will need to create more advancements.
## Adapting Enemies From Other Games
This is a bit of a tricky situation. Monsters from other games are typically balanced for that game and its battle logic. The Source (and by extension 6E) follows different rules. At a high level, monsters should follow at least the following archetype:
```
# Sand Lizard
Horde, Dim, Quick
Tongue-lash (d4), 15hp, 0 armor
Challenge: 2
Moves:
* Attack (QUI) - uses their tongue as a ranged weapon
* Bow (QUI) - uses their bow (d6 damage) to hit enemies
* Flee (QUI) - runs around a corner or away
Stats:
TOU: -2
QUI: +2
CLE: -2
PER: -2
LEA: -2
CHA: -2
```
To calculate a challenge level, estimate the number of turns it would take for a player to defeat that monster assuming perfect rolls. To get the number of experience points players should get, multiply that challenge level by 25.
More monsters will be added in future supplements like Miau. Dungeon World can function as a good source of monster data, but you will need to balance it as makes sense for your party. This is less of a science and more of an art.
## Initiative
Rolling for initiative is done by having every player roll a d20 and then ordering by the the results. If two players tie, have them roll a second d20 and that establishes their order within the tie order.
For example, if Divae rolls a 10, Gassas rolls a 3, Aruna also rolls a 3 and Vesryn rolls a 1, Gassas and Aruna would then roll another d20 to figure out if Aruna or Gassas performs actions first.
## Bosses
Boss encounters should offer a challenge to players. Make them think out of the box. Don't have bosses just be a "whack this guy with your sword until they run out of HP" fest. Experiment. Make the boss activate traps or something. Dungeons and Dragons supplements can help you come up with ideas for this. Tales from the Yawning Portal or other beginner campaign material can also help.
## You Don't Always Have To Fight
Sometimes diplomacy can be used instead of straight up battle tactics. Maybe you can convince the enemies you are not a threat. High charm rolls can function as Jedi mind tricks in a pinch. Be creative! Also, avoid torturing people if you can help it.

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# The Source
Welcome, traveler, to The Source. The worlds here are perilous and full of danger, but also full of promise and adventure! In The Source, we prioritize a few ground rules in order to ensure that everyone has as much fun as possible as well as the best adventure they can.
## Guide to Reading
This document is full of ideas. These ideas should be used to help guide your explorations and aventures. If ideas in here don't sound like they would work for you, scrape them out and discard them.
=> ./introduction.gmi Introduction
=> ./basic_rules.gmi Basic Rules
=> ./character_creation.gmi Character Creation
=> ./races/ Races
=> ./classes/ Classes

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# Ground Rules
These are the basic ground rules that should be followed at all times.
## Be Creative
Just because it looks like something doesn't mean you have to treat it like it is that thing. Don't be afraid to bend the rules or go off the beaten path. The real fun happens there. You may have to make the Dungeon Master improvise a situation, this is never a bad thing.
## Make Sure Everyone is Involved
Resist the temptation to railroad the adventure in a non-inclusive way for too long. It can feel like fun to do it, but your party-mates are your friends and should be involved as much as possible. That's how the stories of heroes become legends of groups.
## Make Sure Everyone is Comfortable
Don't be afraid to let the Dungeon Master know if something is overwhelming or the like. They will be happy to help refocus people away from uncomfortable topics to ensure everyone has the most fun they can. Let the Dungeon Master know in a private message or with the Roll20 macro #uncomfortable.
## Be Respectful
Everyone comes from a different background and has had different life experiences. These experiences shape their lives and can sometimes manifest in the course of play. Respect this, this diversity of experience helps shape people's adventures and can lead to glory.
## Maximize Fun
We're ultimately here to play a game together. Take advantage of this and help to maximize the amount of fun everyone has. This will help games to be more memorable and lead to a stronger friendship.
___
The rules are very light on purpose, but even then they are paper thin when it comes to maximizing enjoyment. The Dungeon Master will usually be the judge of when to break the rules unless you can convince them otherwise.
## Don't Be An Asshole
Nobody likes it when someone is an asshole.
# Dice Notation
The Source is a dice-heavy game. As such this rulebook will use notation to represent dice rolls. At a high level, it looks like this:
```
[number of dice]d[number of dice sides][+/-modifier]
```
This notation is used to help make descriptions of dice actions a lot more compact. For example, instead of saying something like:
> As the Artificier, roll a standard six-sided dice for your basic attack damage.
Instead this notation lets that information be encoded as:
> As the artificier, your basic attack does d6 damage.
This notation is also understood by the Discord bot associated with The Source, Within. This bot will be explained in more detail below.
Sometimes descriptions of things will include the dice notation spelled out longhand with the dice notation in parentheses. This will be used to help the document flow and read more casually.

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# Cetaceans
The Cetaceans are the alpha predators of the sea, their hegemony controls most of the ocean Tel. The denizens of the waters know of and fear the Cetaceans. The Cetaceans are a powerful species. They usually have a fantastic knowledge of Common as well as their native language L'ewa. They will also have a -1 charisma vice while in towns associated with Sharks.
## Racial Bonuses
Cetaceans can use their tails as weapons for basic attacks. Cetaceans can also stay underwater for up to two hours at a time without having to come back up to breathe. Cetaceans also have a +1 charisma bonus when dealing with aquatic creatures. Cetaceans suffer in deserts, requiring a lot of drinking water.
## Character Profile: Divae
Divae is a Wizard Cetacean that broke free of the Royal Academy of Magic after a disagreement on how to handle side contracts with bounty hunters. She wears a witchy outfit and holds a wand made out of the bones of the first beast she slew as a child with a bead of glass on the top.
Divae comes from the middle class of Cetacean society. She had an advantage out of the gate, but her family was devastated by the sudden loss of her father duing the Shark Rebellion. Her magical aura is a bright purple-pink.

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# Dragons
Dragons are fire-breathing, magic-wielding tanks. They hail from the mountains of The Source. They are respected by many but can be feared by Humans. Their native language is a dragon language derived from Dohvazul, but they are fluent in Common for trade.
## Racial Bonuses
Dragons do not need a weapon to do basic attacks. Their claws, tail and teeth function as usable weapons.
Dragons can also learn a Breathe Fire ability for one of their advancements. This will always work outside of battle for little things, but can deal d4 damage with a 25% chance of burning inside battle. Rolls for fire breathing are rolls for constitution, as it takes endurance to maintain fire breath for a long amount of time.
## Character Profile: Gassas
Gassas is a Monk Dragon from the peaks of Sewlet in the northeast of The Source. They trained for years to learn the basics behind Ki arts. They have written the book on how to successfully weaponize the Ki arts as well as using their peaceful properties for other advantages.
Gassas comes from a low-class family of Dragons. They are not the richest Dragon around, but they are also not the poorest Dragon around. They are also nonbinary, and this has caused some tension with their family. Joining the monks has helped to separate them from their family, which has helped their relationship to heal.

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# Elves
Everyone's favorite pointy-eared magic users are back. Elves hail from the forests of The Source. Some of the most powerful druids and shapeshifters of the land are Elves. Their native language is derived from Sindarin, but they are also taught Common as part of their education.
Elves are excellent allies, foragers and friends. Having an elf in your party can help make adventuring a lot safer.
## Racial Bonuses
Elves require a weapon to do basic attacks, but gain +1 dexterity in forests or green areas. Elves can also harvest non-foraged materials when harvesting materials when they learn the Pure Foraging advancement. Elves that know spells can also perform very weak variants of them without needing a roll, this could be useful for starting campfires or similar small feats.
## Character Profile: Vesryn
Vesryn is an Elf Cleric that hails from the forests of Kahsis in The Source. She has been learning the ins and outs of her peaceful kind of existence for years, and one day decided she wanted to seek out adventure. She is fluent in Common, but not enough that she feels confident trading alone.
Vesryn comes from the middle class of Elf society. She became disillusioned with the other elves after a lot of the information she thought she knew about the other races turned out to be false. She now works to help unlearn her past and relearn what others are actually like.

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# Races
The world of The Source is home to a wide array of races. Each of these can have members be good, evil or somewhere inbetween. Each race has their own set of bonuses that may or may not be useful. They each have their own ancestral languages, but every player character race can at least speak one language in common with all of the others called Common. The details of how Common works are not explained here; but just trust me, it works. Unless specified otherwise, all races have no particular advantage or disadvantage in anything. Each race will have a +1 bonus to Charm when in a town assocaited with their species.
=> ./cetaceans.gmi Cetaceans
=> ./dragons.gmi Dragons
=> ./elves.gmi Elves
=> ./kobolds.gmi Kobolds
=> ./nopons.gmi Nopons
=> ./sharks.gmi Sharks

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# Kobolds
Kobolds are a vaguely humanoid species that look somewhat like short dragons. They are masters of building traps and preparing ambushes. Their native language is unpronouncable in human tongues, but they are able to speak Common. Kobolds have experience living in dark underground areas, giving them a natural aptitude for them.
## Racial Bonuses
Kobolds that take the Night Vision advancement do not need a torch or lantern to see in the dark. This effect cannot normally be transferred to other units (unless the Dungeon Master would find the result of doing so amusing).
They also may have some difficulty with merchants due to fairytales about Kobolds stealing their items and gold.
Kobolds can perform basic attacks with their claws or teeth.
## Character Profile: Dukbe
Dukbe is a Shapeshifter Kobold that grew up in the mines of Anpar, south of the Sewlet mountain in The Source. They have been studying their craft for years, becoming an expert in impersonating others and learning their languages. Dukbe is fluent in most of the languages in The Source, their shapeshifting ability let them take classes without fear of discrimination.
Dukbe is genderfluid, which gives them a natural charisma bonus because they are able to blend in so well. Dukbe doesn't come from any particular class of Kobold society. They joined the party in Usill while Vesryn and Divae were looking for a way to explore the Cave of Souls.

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# Nopons
Nopons are a relatively new addition to The Source. They initially arrived in a colony airship after the devastation of their previous home. They are a short yet surprisingly industrious people. Some of the best Artificiers and Tinkers in the land are or studied under the elder Nopon masters. Nopons have learned to speak Common, but have a notable accent that other races find cute.
## Racial Bonuses
Nopons seem completely nonthreatening to traders. They may get a +1 charm bonus when haggling for prices because their accent seems disarming and cute. This depends on the salesperson and is up to the interpretation of the dungeon master.
Nopons are also very short, which means that attacks need to be rethought for them. Their ears can be used to hold things, which means they can carry three items at once. They do need a weapon to perform basic attacks though.
## Character Profile: Aruna
Aruna is a Grafter Nopon that was part of the initial colonization of The Source. He used to assist a research division of the Cetacean Hedgemony, but broke with them after seeing how Leana was mistreated. He spent 20 years with the research division, learning everything he could about how monsters work and how they could be used as a source of inspiration.
Nopon society lacks the concept of social classes, but after they were absorbed into the Hedgemony, Aruna ended up in the higher tiers of it due to his innate skills with grafting monsters together like building bricks. Aruna works to right the wrongs that he has faced in life, and uses his position in the party to help make life better for all involved.

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# Sharks
After decades of oppression by the Cetacean hegemony, the Sharks have finally set up their own kingdom with their own laws and relations with the other kingdoms in the land of The Source. Sharks speak Common and have an understanding of the Cetacean language L'ewa.
## Racial Bonuses
Sharks do not require any weapons for basic attacks, They can either savagely bite their opponents or clobber them with their tail. Sharks also can stay underwater indefinitely as long as they keep moving. Sharks also suffer in deserts, requiring a lot of drinking water.
Sharks can learn a Tail Stun advancement that allows them to stun enemies for 1d4 turns if they win a dexterity roll.
## Character Profile: Leana
Leana is an Artificier Thresher Shark that used to work for the Royal Society of Engineering for the Cetacean Hegemony. She had become used to wearing the uniform of the society she spent 15 years in service to, but her pants are the pants of the people. Leana is not afraid in battle because she can use her tail to stun opponents and flee.
Leana comes from commoners. She worked up to being a respected engineer from nothing, even though she was oppressed in the Cetacean society due to her race. Despite everything, she keeps an upbeat and positive attitude. She wears custom-made magical gauntlets that function as her forge engine, allowing her to engineer things together into genius creations.