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-rw-r--r--chapters/combat.tex53
-rw-r--r--chapters/exploration.tex39
-rw-r--r--chapters/intro.tex371
-rw-r--r--chapters/magic.tex192
-rw-r--r--chapters/players.tex103
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1\chapter{Combat}
2Combat in this world is brief, violent, and decisive. Every participant must declare their intent before rolling. Hesitation can be fatal. Initiative is determined by rolling \textbf{d20 + Dexterity}; the side with the higher result acts first. The losing side reacts second and cannot disengage freely unless retreat is successful.
3
4Distance and footing determine what actions are possible. Close combat favors blades and grappling, near combat allows spears and thrown weapons, while far combat allows bows or alien devices. Changing position without cover invites attacks. Attack rolls use \textbf{d20 + Strength} for melee strikes or \textbf{d20 + Dexterity} for precision attacks and ranged weapons. Defense rolls use the same attributes depending on whether the character braces, parries, or dodges. If the attack roll meets or exceeds the defense roll, the blow lands.
5
6\section{Severity}
7The severity of a successful strike is determined by the margin of success, producing light, solid, or brutal hits.
8
9\noindent
10\begin{tabularx}{\columnwidth}{@{}lX@{}}
11Margin & Effect \\
12\midrule
131--4 & Light Hit (1 Wound) \\
145--9 & Solid Hit (2 Wounds) \\
1510+ & Brutal Hit (3 Wounds) \\
16\end{tabularx}
17
18Each wound represents physical injury, pain, and fatigue. Wounds accumulate, imposing narrative consequences such as slower movement, impaired attacks, or disadvantage on rolls. Critical results may produce extraordinary effects such as disarming an opponent, breaking armor, or delivering a lethal strike.
19
20\section{Armor}
21Armor absorbs wounds rather than reducing abstract damage points. Light armor reduces 1 Wound per hit, while heavy armor reduces 2 Wounds. Each hit degrades the armor; once broken, it provides no protection. This emphasizes realism and keeps combat lethal.
22
23\section{Wounds}
24Wounds are tracked individually, and their effects stack:
25
26\noindent
27\begin{tabularx}{\columnwidth}{lX}
28Wounds & Effect \\
29\midrule
301--2 & Pain and minor impairment, slower reactions \\
313--4 & Impaired movement, disadvantage on combat rolls \\
325+ & Collapse, unconsciousness, or death (GM decides) \\
33\end{tabularx}
34
35\section{Morale}
36Combat is as much psychological as physical.
37When half of a group falls, a Brutal Hit occurs, or alien or magical horrors are present,
38roll \textbf{d20 + Faith} to determine morale.
39Failure may result in panic, retreat, surrender, or collapse.
40Retreat is not without risk: roll \textbf{d20 + Dexterity}.
41Failure allows the opponent one free attack.
42
43\section{Optional Weapon Effects}
44Weapons may carry narrative consequences beyond wounds. Blades can cause critical injuries, blunt weapons may stun or knock prone, ranged weapons allow attack without close risk but depend on Dexterity, and exotic or alien weapons may impose unusual effects such as radiation, madness, or reality distortion.
45
46\section{Tactics}
47Combat is not abstract. It takes place on a tactical board divided into rectangles, each representing a fixed distance, allowing players to measure movement, range, and positioning. Characters occupy one or more rectangles depending on size and stance, and all movement, attacks, and effects are measured across these spaces.
48
49Close combat requires being in the same or adjacent rectangle as the opponent. Spears, thrown weapons, and short-range devices can reach nearby rectangles, while bows and alien weapons can target distant rectangles. Terrain, obstacles, and elevation affect movement and cover, altering the effectiveness of attacks and defense.
50
51Changing position consumes movement and may provoke attacks of opportunity. Players must consider distance, cover, and positioning when deciding whether to advance, retreat, or flank. Tactical combat encourages careful thought: every step can expose a character to strikes, hazards, or opportunity attacks, emphasizing the brutal and lethal nature of the system.
52
53The board acts as both a measurement tool and a narrative device. It ensures that fights are visual, tense, and tactical while remaining fast and deadly. Players are encouraged to describe their actions as they move across rectangles, maintaining the narrative intensity of the encounter while using the board to resolve the mechanics of distance and positioning.
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1\chapter{Exploration}
2
3Exploration in SRPGD is a slow, grim task of uncovering the unknown. In this world, every step is measured not just by distance, but by caution, resolve, and the ever-present threat of unseen dangers. The lands are vast, unkind, and unforgiving. Success demands careful planning, sharp senses, and sometimes ruthless decisions.
4
5\section*{Travel and Pace}
6
7Time and distance in exploration are abstracted. Players measure travel by hours or miles, not by fixed turns. Moving quickly may cover ground, but increases risk of accident or ambush. Moving cautiously reduces danger but slows progress and saps endurance.
8
9Before setting out, players decide the travel pace: \textit{slow and cautious}, \textit{steady}, or \textit{fast and reckless}. The pace affects how the Game Master describes the journey, the likelihood of encountering hazards, and how fatigued the party becomes.
10
11\section*{Hazards and Encounters}
12
13Danger lurks everywhere. While traveling, the GM calls for encounter checks at natural intervals, typically once every hour of travel or when crossing treacherous terrain. Encounters may be hostile creatures, traps, or eerie phenomena.
14
15Sometimes the wilderness offers omens—unnatural silence, fleeting shadows, or strange sounds—that warn of peril or opportunity. Players who heed these signs may avoid disaster or find hidden paths. Ignoring such warnings risks sudden, deadly surprises.
16
17\section*{Light and Darkness}
18
19Darkness is absolute and unforgiving. Without adequate light, vision fails and movement slows. Torches and lanterns burn for about an hour of steady use; quick movement or combat can reduce this time.
20
21Players must carefully manage light sources, rationing fuel and preparing for the cold blackness that follows. When light dies, the world becomes hostile and incomprehensible, and actions become far more dangerous.
22
23\section*{Fatigue and Endurance}
24
25Travel and exertion wear on body and mind. Fatigue builds with sustained effort, hunger, exposure, and lack of rest. Its effects are subtle at first—slower reactions, muddled thoughts—but grow worse with time.
26
27Players should describe their characters’ growing weariness. At a certain point, exhaustion hampers action, and pushing beyond limits risks collapse or worse. True rest—safe shelter and sleep—is the only cure.
28
29\section*{Navigation and Awareness}
30
31Maps are scarce, often inaccurate, and rarely reliable. Travelers rely on landmarks, stars, natural signs, or rare magical aids to find their way.
32
33Poor navigation leads to lost time, wasted supplies, and dangerous detours. Characters skilled in survival or navigation can guide the party, interpret signs, and warn of hazards. Vigilance and care in unfamiliar lands can mean the difference between life and death.
34
35\section*{Interaction with the Environment}
36
37Exploration is not mere travel. Players may search ruins for clues, gather food and water, listen to the wind for secrets, or watch for signs of other travelers or dangers.
38
39Every action carries risk and reward. Disturbing ancient places may awaken forgotten curses; foraging may sustain or poison. Players must balance curiosity with caution, lest they pay a steep price.
diff --git a/chapters/intro.tex b/chapters/intro.tex
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1\chapter{Introduction}
2\textit{SRPGD} is a modular OSR system inspired by MYFAROG and Basic Fantasy.
3It focuses on old-school principles: simple rules, player freedom, and a deadly, unpredictable world.
4Though designed for dark fantasy, its modularity lets you adapt it to other settings.
5Exploration, combat, and magic emphasize risk, resourcefulness, and consequence over complexity.
6
7\textit{SRPGD} is an OSR-inspired d20 system. The core mechanic is simple: roll a twenty-sided die, add relevant modifiers, and compare the result to a target number. Success means the character overcomes a challenge; failure can bring consequences or complications.
8
9Players create and control characters, describing their actions, making decisions, and rolling dice to determine outcomes. They drive the story through their choices and creativity.
10
11The Game Master (GM) runs the game world, presents challenges and threats, controls non-player characters, and interprets the rules. The GM ensures the narrative flows, balances tension, and adjudicates outcomes.
12
13Together, Players and the GM tell a story of danger, discovery, and survival in a harsh, unforgiving world.
14
15\section{Requirements}
16
17To play, you need pencil, paper, and a set of dice (at least a d20). A character sheet helps track stats and gear. Above all, bring imagination and a willingness to face risk.
18
19\section{Setting Flexibility}
20
21\textit{SRPGD} is a setting-agnostic system. Though built with dark fantasy in mind, its modular design lets you easily adapt it to other genres—including science fiction—by swapping or modifying tables and details.
22
23This open framework encourages creativity, letting GMs and players craft unique worlds without being tied to preset lore or limitations. The system’s focus on core mechanics ensures smooth play regardless of setting.
24
25\section{How to Use This Book}
26
27This book is designed to be modular and flexible. Game Masters are encouraged to adapt, change, or ignore rules as needed to best fit their group and story. The system’s simplicity makes it easy to add new elements, tweak mechanics, or invent your own content.
28
29Each chapter covers a core aspect of the game.
30Feel free to reorder, combine, or expand sections to suit your vision.
31
32This book is a toolkit, not a cage. Use it to build your world, challenge your players, and create memorable adventures on your own terms.
33
34\section{Character Generation}
35To create a character, roll $3d6$ for each core attribute.
36Strength defines raw physical power and the ability to wield melee weapons.
37Dexterity governs speed, balance, reflexes, and precision.
38Constitution determines endurance, stamina, and resilience to injury.
39Intelligence measures memory, logic, perception, and the ease of learning.
40Faith reflects conviction, willpower, and resistance to the harsh events of the world.
41Note each atribute in your character sheet and apply modifiers accordingly to table \ref{tab:ability-modifiers}.
42
43\begin{table}[htbp]
44\centering
45\begin{tabularx}{0.7\columnwidth}{lX}
46Score & Modifier\\
47\midrule
483 & -3\\
494-5 & -2\\
506-8 & -1\\
519-12 & 0\\
5213-15 & +1\\
5316-17 & +2\\
5418 & +3\\
55\end{tabularx}
56\caption{Ability Score Modifiers}
57\label{tab:ability-modifiers}
58\vspace{1em}
59\end{table}
60
61Characters do not have traditional skill sets. Instead, when attempting an action, players test one of their core attributes by describing their intent and approach. The Game Master determines which attribute applies based on the nature of the action. This encourages player creativity and narrative-driven gameplay, focusing on how the character attempts a task rather than relying on predefined skills and solving every interaction via rule table.
62
63
64\subsection{Example Skill Usage}
65
66Imagine player character named Herkja.
67She is some kind of rogue and illusionist and she is attempting to sneak past a guard.
68The player describes moving silently and cloaking her footsteps with a minor illusion spell.
69
70The GM calls for a Dexterity check to determine if Herkja’s stealth is successful. Herkja rolls a d20 and adds her Dexterity modifier (+2).
71
72Next, to control the illusion that mutes her footsteps, Herkja must make an Intelligence check. She rolls a d20 and adds her Intelligence modifier (+1).
73
74The guard, alert but tired, rolls a d20 and adds their Intelligence modifier (+0) for the awareness check.
75
76Suppose the rolls are:
77
78\begin{itemize}
79 \item Herkja’s stealth roll: 13 + 2 = 15
80 \item Herkja’s illusion control roll: 14 + 1 = 15
81 \item Guard’s awareness roll: 12 + 0 = 12
82\end{itemize}
83
84Since Herkja’s stealth and illusion checks both exceed the guard’s awareness roll, she successfully sneaks by unnoticed. If either check had failed to beat the guard’s roll, the illusion might falter or the guard could detect her presence.
85
86
87\subsection{Flaws}
88Every character carries a flaw, a crack in mind, body, or will that shapes behavior.
89To determine it, roll 2d10 and resolve using the table below.
90
91\textit{Hint for players: a flaw can create tension, drama, or memorable moments. Clever roleplay may even turn it into an advantage.}
92
93
94\vspace{1em}
95\noindent
96\begin{tabularx}{\columnwidth}{@{}r X@{}}
97Roll & Flaw \\
98\midrule
991 & Cowardice \\
1002 & Haunted \\
1013 & Addiction \\
1024 & Loyalty \\
1035 & Paranoia \\
1046 & Cruelty \\
1057 & Phobia \\
1068 & Obsession \\
1079 & Honor \\
10810 & Numbness \\
10911 & Honesty \\
11012 & Submission \\
11113 & Insomnia \\
11214 & Curiosity \\
11315 & Taboo \\
11416 & Guilt \\
11517 & Degeneration \\
11618 & Reality Fracture \\
11719 & Temptation \\
11820 & Fatalism \\
11921 & Temper \\
12022 & Gluttony \\
12123 & Pride \\
12224 & Impatience \\
12325 & Cowardly Luck \\
124\end{tabularx}
125
126\vspace{1em}
127\noindent
128\begin{tabularx}{\columnwidth}{@{}r X@{}}
129Roll & Flaw \\
130\midrule
13126 & Recklessness \\
13227 & Secretive \\
13328 & Stubbornness \\
13429 & Superstition \\
13530 & Selfishness \\
13631 & Weak Grip \\
13732 & Clumsiness \\
13833 & Forgetfulness \\
13934 & Naivety \\
14035 & Silence \\
14136 & Suspicion \\
14237 & Obesity \\
14338 & Fragile Health \\
14439 & Addiction \\
14540 & Gullibility \\
14641 & Superiority \\
14742 & Reckless Hope \\
14843 & Blind Faith \\
14944 & Cowardice \\
15045 & Hesitation \\
15146 & Melancholy \\
15247 & Hubris \\
15348 & Greed \\
15449 & Naive Curiosity \\
15550 & Fear of Death \\
156\end{tabularx}
157
158\vspace{1em}
159\noindent
160\begin{tabularx}{\columnwidth}{@{}r X@{}}
161Roll & Flaw \\
162\midrule
16351 & Obsession \\
16452 & Compulsion \\
16553 & Impulsiveness \\
16654 & Vulnerability \\
16755 & Irritability \\
16856 & Prejudice \\
16957 & Self-doubt \\
17058 & Hallucinations \\
17159 & Greed \\
17260 & Reckless Courage \\
17361 & Weak Resolve \\
17462 & Fanaticism \\
17563 & Secret Fear \\
17664 & Claustrophobia \\
17765 & Obsession \\
17866 & Slow Reflexes \\
17967 & Emotional Instability \\
18068 & Overconfidence \\
18169 & Cowardly Habit \\
18270 & Stubborn Loyalty \\
18371 & Muteness \\
18472 & Hallucination \\
18573 & Overthinking \\
18674 & Hypochondria \\
18775 & Claustrophobia \\
188\end{tabularx}
189
190\vspace{1em}
191\noindent
192\begin{tabularx}{\columnwidth}{@{}r X@{}}
193Roll & Flaw \\
194\midrule
19576 & Superstition \\
19677 & Sadism \\
19778 & Addiction \\
19879 & Gullibility \\
19980 & Cowardice \\
20081 & Obsession \\
20182 & Pride \\
20283 & Recklessness \\
20384 & Weak Will \\
20485 & Curiosity \\
20586 & Fear \\
20687 & Obsession \\
20788 & Phobia \\
20889 & Madness \\
20990 & Hubris \\
21091 & Selfishness \\
21192 & Compulsion \\
21293 & Naivety \\
21394 & Weak Grip \\
21495 & Temper \\
21596 & Fragile Health \\
21697 & Melancholy \\
21798 & Obsession \\
21899 & Paranoia \\
219100 & Fatalism \\
220\end{tabularx}
221
222\subsection{Currency}
223Every character begins the adventure with a small sum of coin, representing what they have managed to gather, steal, or inherit before leaving their past behind. To determine starting gold, roll $3d6$ and multiply the total by 10. The result is the number of gold pieces (gp) your character carries.
224
225This is not a limit on what can be acquired during play, but it sets expectations for equipment, bribes, and other minor expenses at the start of the game. Wealth in this system is precarious; it may vanish quickly through necessity, theft, or misfortune.
226
227\subsection{Starting Equipment}
228
229All equipment must be purchased using starting gold. Items are worn, salvaged, stolen, or forged by desperate hands. Nothing is new. Nothing is clean.
230
231
232\vspace{1em}
233\noindent
234
235\subsection*{Weapons}
236
237\begin{tabularx}{\columnwidth}{@{}X c c r@{}}
238Weapon & Damage & Properties & Price (gp) \\
239\midrule
240Rusted dagger & 1d4 & Light, concealable & 3 \\
241Wooden club & 1d4 & Blunt & 1 \\
242Hand axe & 1d6 & Light & 8 \\
243Woodcutter's axe & 1d8 & Two-handed & 12 \\
244Chipped short sword & 1d6 & One-handed & 15 \\
245Worn long sword & 1d8 & One-handed & 25 \\
246Dented iron mace & 1d6 & Blunt & 10 \\
247Chain flail & 1d8 & Reach & 18 \\
248Cracked-shaft spear & 1d8 & Reach, two-handed & 6 \\
249Old war halberd & 1d10 & Reach, two-handed & 30 \\
250Short bow & 1d6 & Ranged (60 ft) & 18 \\
251Long bow & 1d8 & Ranged (100 ft) & 25 \\
252Crossbow & 1d10 & Reload & 28 \\
253Throwing knives (3) & 1d4 & Thrown (30 ft) & 4 \\
254\end{tabularx}
255
256\vspace{1em}
257\subsection*{Armor and Shields}
258
259\begin{tabularx}{\columnwidth}{@{}X c c r@{}}
260Armor & Armor Value (AC) & Properties & Price (gp) \\
261\midrule
262Cloth rags & 11 & Light & 5 \\
263Padded armor & 12 & Light & 8 \\
264Patched leather armor & 13 & Light & 25 \\
265Studded leather & 14 & Medium & 40 \\
266Rusted chain shirt & 15 & Medium & 45 \\
267Chainmail & 16 & Heavy & 60 \\
268Dented helmet & +1 & Stackable & 5 \\
269Small shield & +1 & Off-hand & 8 \\
270Large shield & +2 & Off-hand & 15 \\
271\end{tabularx}
272
273\vspace{1em}
274\subsection*{Clothing and Gear}
275
276\begin{tabularx}{\columnwidth}{@{}X r@{}}
277Item & Price (gp) \\
278\midrule
279Worn common clothes & 2 \\
280Hooded cloak & 4 \\
281Leather boots & 3 \\
282Workman's gloves & 2 \\
283Leather belt & 1 \\
284Backpack & 4 \\
285Belt pouch & 1 \\
286Bedroll & 3 \\
287Wool blanket & 2 \\
288Hemp rope (10 m) & 5 \\
289Torch & 1 \\
290Lantern & 6 \\
291Lamp oil flask & 1 \\
292Flint and steel & 3 \\
293Iron crowbar & 5 \\
294Waterskin & 2 \\
295Travel rations (1 day) & 1 \\
296Mess kit & 3 \\
297\end{tabularx}
298
299\vspace{1em}
300\subsection*{Tools and Utility}
301
302\begin{tabularx}{\columnwidth}{@{}X r@{}}
303Item & Price (gp) \\
304\midrule
305Lockpicks & 8 \\
306Grappling hook & 8 \\
307Iron hammer & 4 \\
308Iron spikes (5) & 3 \\
309Chalk & 1 \\
310Quill and ink & 2 \\
311Glass vial & 1 \\
312Bandages (5 uses) & 4 \\
313Cracked hand mirror & 4 \\
314Tarnished holy symbol & 4 \\
315Incense sticks (3) & 3 \\
316\end{tabularx}
317
318\vspace{1em}
319\subsection*{Questionable Goods}
320
321\begin{tabularx}{\columnwidth}{@{}X r@{}}
322Item & Price (gp) \\
323\midrule
324Cheap alcohol & 1 \\
325Weak black market poison & 15 \\
326Sleeping draught & 10 \\
327Fake lucky charm & 2 \\
328Unknown relic fragment & 12 \\
329Incomplete forbidden book & 20 \\
330Preserved monster organ & 10 \\
331\end{tabularx}
332
333
334\subsection{Acquiring Magic}
335
336Magic knowledge is found, stolen, or bargained for. At character creation or during play, a character can attempt to acquire magic formulas as follows:
337
338\begin{enumerate}
339\item \textbf{Spell Acquisition Cost}: Spending 20 gp worth of coin, favors, or rare items allows a single roll on a spell school table to gain a spell formula.
340\item \textbf{Spell Schools}:
341\begin{itemize}
342\item Anyone may attempt Illusion, Elemental, or Blasphemy spells.
343\item If characters acquires Blasphemy, they cannot perform Ritual or Miracle magic.
344\item Miracles require a religious or priestly background.
345\item Rituals require cult knowledge or extended study.
346\end{itemize}
347\item \textbf{Spell Formula}: Acquiring a spell formula grants knowledge of how to cast it—but not mastery.
348\end{enumerate}
349
350\subsection*{Choosing Magic at Character Creation}
351
352Players may acquire spell knowledge during character creation by one of the following methods:
353
354\begin{description}
355\item[1. Random Discovery:]
356Pay 20 gp or offer a rare item to roll once on a chosen magic school table (Illusion, Elemental, Blasphemy, Miracle, or Ritual).
357The spell rolled is the formula learned.
358
359\item[2. Focused Study:]
360Pay 40 gp or offer a more valuable rare item (twice the base cost) to select one magic school.
361Roll d10 on that school’s spell table and choose one spell from the results to learn.
362This represents targeted study or having a mentor.
363
364\item[3. Forbidden Bargain:]
365Sacrifice 1d4 points from INT or FAI or take 1 permanent corruption point.
366Select any one spell from any flavor's tables without rolling.
367This represents a dark bargain or ritual sacrifice for forbidden knowledge.
368\end{description}
369
370Regardless of method, learning the spell requires downtime and a learning check (see \emph{Learning Spells}).
371
diff --git a/chapters/magic.tex b/chapters/magic.tex
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1\chapter{Magic}
2
3Magic is a transgression against reality, an arcane force that warps the world and scars the soul.
4It is rare, dangerous, and unpredictable. Anyone may attempt to learn it, but few survive its price.
5
6\section{The Nature of Magic}
7
8Magic is knowledge—fragments of forbidden lore, whispered secrets, and cryptic rituals.
9It is not a skill bestowed by class or birthright. It is a burden carried by those who seek power at any cost.
10Spells are not flashy fireballs or trivial tricks. They bend reality, summon horrors, twist souls, or offer cruel blessings.
11Each casting risks misfortune, corruption, and worse.
12
13\section{Types of Magic}
14
15Magic takes many forms, each with its own danger, power, and price.
16
17Illusion bends perception, allowing the caster to deceive senses and minds—granting stealth, misdirection, and mental control. Yet it feeds on doubt and fear, slowly eroding the caster’s grasp on reality and trust in others.
18
19Elemental magic commands the primal forces of fire, water, earth, and air. It grants destructive power and raw force, shaping the world itself. But it burns vitality, drains will, and invites unpredictable fury from the elements, punishing arrogance or recklessness.
20
21Blasphemy is abhorrent corruption, involving unholy bargains with death, demons, and lost souls. It offers dark strength, control over the dead, and forbidden secrets. In return, it taints the caster’s body and soul, breeding madness, decay, and eternal torment.
22
23Miracles are rare gifts or curses bestowed by gods or higher powers. They bring healing, protection, or devastating judgment. Yet they demand faith, sacrifice, and unquestioning obedience—failure or doubt can turn blessing into ruin.
24
25Rituals are shamanic rites blending herbs, visions, and spirit communion to manipulate fate and the unseen. They grant insight, guidance, and subtle influence over events. But rituals are slow, costly, and exact tolls of fatigue, sanity, and sometimes life itself.
26
27\subsection*{Learning Spells}
28
29To learn a spell, a character must spend downtime and resources:
30
31\begin{itemize}
32\item \textbf{Time}: One week of quiet study.
33\item \textbf{Materials}: Candles, ink, reagents worth 5 gp.
34\item \textbf{Check}: Make an INT or WIS check (player’s choice) against difficulty depending on school:
35\begin{itemize}
36\item Illusion: Easy (DC 10)
37\item Elemental: Normal (DC 15)
38\item Blasphemy: Hard (DC 18)
39\item Miracle: Hard (DC 18)
40\item Ritual: Very Hard (DC 20+)
41\end{itemize}
42\end{itemize}
43
44Failure causes dangerous side effects (see \emph{Miscasts and Corruption}).
45
46\subsection*{Spell Capacity}
47
48A character may safely memorize spells equal to:
49
50\[
51\text{INT modifier} + \text{WIS modifier} + \text{level (if any)}
52\]
53
54Extra spells must be cast from texts or scrolls, with increased risk and casting time.
55
56\subsection*{Casting Spells}
57
58Casting a spell:
59
60\begin{itemize}
61\item Takes one full action (or longer for rituals).
62\item Requires concentration; distractions impose disadvantage.
63\item May cause strain or corruption (GM’s discretion).
64\item Can be miscast, causing unpredictable effects.
65\end{itemize}
66
67\subsection*{Casting Spells}
68
69Casting a spell:
70
71\begin{itemize}
72\item Takes one full action (or longer for rituals).
73\item Requires concentration; distractions impose disadvantage.
74\item May cause strain or corruption (GM’s discretion).
75\item Can be miscast, causing unpredictable effects.
76\end{itemize}
77
78\subsection*{Miscasts and Corruption}
79
80When a spell fails (casting or learning), roll 1d6 to determine the side effect:
81
82\begin{tabularx}{\columnwidth}{@{}r X@{}}
83Roll & Effect \\
84\midrule
851 & Spell warps dangerously (GM adds side effect) \\
862 & Spell partially fails or behaves oddly \\
873 & Caster gains a corruption mark or mutation \\
884 & Caster suffers insomnia and nightmares \\
895 & Something sinister notices the caster \\
906 & Spell backfires or causes unintended effect \\
91\end{tabularx}
92
93Corruption can accumulate, affecting health, mind, and soul.
94
95
96\subsection{Spell Tables}
97
98The spell acquisition tables provided here are intended as examples and suggestions rather than rigid rules. They offer a framework to help players and Game Masters generate spell knowledge through random rolls, lending thematic consistency to each magical school. These tables are neither exhaustive nor mandatory; rather, they serve as tools to inspire creativity and enhance atmosphere.
99
100Game Masters may modify or expand the entries to better suit their campaign’s tone and setting. Players can be allowed to select spells directly within the thematic scope of their chosen school, or even craft unique spells that reflect their characters’ backgrounds and the story’s unfolding. Using the tables as a basis for random discovery during play, for NPC abilities, or as treasure and lore generation is encouraged.
101
102This flexible approach preserves the mysterious, dangerous, and unpredictable nature of magic in a dark fantasy world, avoiding the rigidity of fixed spell lists and embracing a more organic and narrative-driven magic system.
103
104
105\subsubsection*{Illusion (d10)}
106
107\begin{tabularx}{\columnwidth}{@{}r X@{}}
108Roll & Spell Learned \\
109\midrule
1101 & Veil of Faces — Change your appearance into another humanoid. \\
1112 & Ghost Light — Create misleading floating lights. \\
1123 & Whispering Doubt — Plant paranoia and false memories. \\
1134 & Mirror Walk — Step through reflective surfaces. \\
1145 & False Terrain — Alter appearance of terrain nearby. \\
1156 & Shadow Doppelganger — Illusory double that mimics actions. \\
1167 & Silence of the Mind — Mute thoughts and emotions. \\
1178 & Mask of the Dead — Appear as a walking corpse. \\
1189 & Hall of Echoes — Create illusory corridors and doors. \\
11910 & Dream Invasion — Enter and manipulate dreams. \\
120\end{tabularx}
121
122\vspace{1em}
123\subsubsection*{Elemental Magic (d10)}
124
125\begin{tabularx}{\columnwidth}{@{}r X@{}}
126Roll & Spell Learned \\
127\midrule
1281 & Ember Touch — Ignite or burn flesh. \\
1292 & Stonebind — Harden earth or stone into barriers. \\
1303 & Veil of Ash — Summon choking ash and smoke. \\
1314 & Water Calling — Draw drinkable water. \\
1325 & Frost Grasp — Freeze surfaces and tissue. \\
1336 & Storm Calling — Summon violent winds and lightning. \\
1347 & Iron Skin — Harden flesh like metal. \\
1358 & Earth Maw — Open ground to swallow creatures. \\
1369 & Breath of the Deep — Breathe underwater. \\
13710 & Living Flame — Conjure fire that hunts living creatures. \\
138\end{tabularx}
139
140\vspace{1em}
141\subsubsection*{Blasphemy (d10)}
142
143\begin{tabularx}{\columnwidth}{@{}r X@{}}
144Roll & Spell Learned \\
145\midrule
1461 & Bone Servant — Animate a skeleton servant. \\
1472 & Grave Speech — Speak with a corpse. \\
1483 & Blood Compass — Track a creature via blood. \\
1494 & Spirit Chain — Bind a ghost or demon. \\
1505 & Black Harvest — Drain life to heal yourself. \\
1516 & Worm Gate — Create a reality tunnel for travel. \\
1527 & Corpse Bridge — Raise dead into a bridge of bodies. \\
1538 & Soul Anchor — Prevent soul leaving a dying body. \\
1549 & False Resurrection — Animate a corpse with stolen life. \\
15510 & Summon the Crawling One — Call a lesser demon. \\
156\end{tabularx}
157
158\vspace{1em}
159\subsubsection*{Miracles (d10)}
160
161\begin{tabularx}{\columnwidth}{@{}r X@{}}
162Roll & Spell Learned \\
163\midrule
1641 & Light of Judgment — Reveal lies and corruption. \\
1652 & Hands of Mercy — Heal wounds and disease. \\
1663 & Sacred Ward — Create holy barriers. \\
1674 & Voice of the God — Speak with divine authority. \\
1685 & Breath of Life — Restore recent death. \\
1696 & Chains of Faith — Bind with radiant chains. \\
1707 & Blessing of Steel — Sanctify weapons and armor. \\
1718 & Pilgrim’s Path — Create divine roads. \\
1729 & Sunfall — Call down holy fire. \\
17310 & Ascension — Transform into divine servant. \\
174\end{tabularx}
175
176\vspace{1em}
177\subsubsection*{Rituals (d10)}
178
179\begin{tabularx}{\columnwidth}{@{}r X@{}}
180Roll & Ritual Learned \\
181\midrule
1821 & Rite of the Open Gate — Open permanent portal. \\
1832 & Covenant of Flesh — Fuse bodies into one creature. \\
1843 & Rite of Binding — Trap a powerful entity. \\
1854 & Crown of the Dead King — Command undead armies. \\
1865 & Rite of the Black Star — Summon alien entity. \\
1876 & Wedding of Blood — Bind two souls forever. \\
1887 & Rite of the Hollow World — Create pocket dimension. \\
1898 & Rite of Unmaking — Erase a creature from existence. \\
1909 & Rite of Apotheosis — Become immortal. \\
19110 & Rite of Final Silence — End magic in a region. \\
192\end{tabularx}l tables here (Illusion, Elemental, Blasphemy, Miracle, Ritual)
diff --git a/chapters/players.tex b/chapters/players.tex
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--- /dev/null
+++ b/chapters/players.tex
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1\section{Character Creation}
2
3First, you will need a piece of paper to write down the character's
4statistics on. You may use a preprinted character sheet if one is
5available, or you may simply use a piece of notebook paper. An example
6character is shown below. You should use a pencil to write down all
7information, as any statistic may change during play.
8
9Roll \texttt{3d6} for each ability score, as described in the Character
10Abilities section, and write the results after the names of the abilities.
11Write down the scores in the order you roll them; if you are unhappy
12with the scores you have rolled, ask your Game Master for advice, as
13they may allow some form of point or score exchanging.
14
15Write down the ability score bonus (or penalty) for each score beside
16the score itself, as shown on the table on the next page.
17
18Choose a race and class for your character. Your character must meet the Prime Requisite minimum for a class, as described in the Character Classes section, in order to be a member of that class. Also note that there are minimum (and maximum) ability requirements for the various races which must be met, as described under Character Races.
19
20Write down the special abilities of your race and class choices, as described in the appropriate sections. If you have chosen to play a Magic-User, ask your Game Master what \spell{spell} or \spell{spells} your character knows; it is up to the Game Master to decide this, but they may allow you to choose one or more yourself.
21
22Note on your character sheet that your character has zero (\kw{0}) \kw{experience points} (\kw{XP}); also, you may want to note the number needed to advance to second level, as shown in the advancement table for your class.
23
24Roll the hit die appropriate for your class, adding your \attr{Constitution} bonus or penalty, and note the result as your \attr{HP} on your character sheet. Note that a \attr{Constitution} penalty will not reduce any hit die roll below 1 point.
25
26Roll for starting money. Generally your character will start with \texttt{3d6 × 10} \kw{gold pieces}, but ask the Game Master before rolling.
27
28Purchase \eq{equipment} for your character, as shown in the Cost of Weapons and Equipment section. Write your purchases on your character sheet and note how much money remains afterward. Be sure you understand the \wpn{weapon} and \attr{armor} restrictions for your class and race before making your purchases.
29
30Since you now know what sort of \attr{armor} your character is wearing, note your \attr{AC} on your character sheet. Do not forget to apply your \attr{Dexterity} bonus or penalty.
31
32Look up your \attr{attack bonus} and record it. Do not apply ability modifiers at this time; \attr{Strength} or \attr{Dexterity} modifiers are applied later depending on whether the attack is melee or missile.
33
34Also look up your \attr{saving throws} and note them on your character sheet. If your character is not Human, adjust the saving throws for racial bonuses. Racial saving throw bonuses are given as additions to the die roll; for convenience, you may subtract them from the saving throw numbers instead.
35
36Finally, name your character. This often takes longer than all other steps combined.
37
38\section{Character Abilities}
39
40Each character will have a score ranging from 3 to 18 in each of the
41following \attr{abilities}. A bonus or penalty is associated with each score,
42as shown on the table below. Each class has a Prime Requisite ability
43score, which must be at least 9 to qualify for that class. In addition,
44non-Human races have minimum and maximum ability requirements.
45
46\begin{center}
47\begin{tabular}{cc}
48\toprule
49\textbf{Score} & \textbf{Bonus / Penalty} \\
50\midrule
513 & -3 \\
524--5 & -2 \\
536--8 & -1 \\
549--12 & 0 \\
5513--15 & +1 \\
5616--17 & +2 \\
5718 & +3 \\
58\bottomrule
59\end{tabular}
60\end{center}
61
62\subsection{Strength}
63
64As the name implies, this ability measures raw physical power. \attr{Strength}
65is the Prime Requisite for \kw{Fighters}. Apply the \attr{Strength} bonus or penalty to all melee (hand-to-hand) attack and damage rolls. A penalty will not reduce damage from a successful attack below 1 point.
66
67\subsection{Intelligence}
68
69This ability represents learning, memory, and reasoning. \attr{Intelligence} is the Prime Requisite for \kw{Magic-Users}. The \attr{Intelligence} bonus determines the number of additional languages the character may learn. Characters with an \attr{Intelligence} penalty can barely read and write and know only their native language.
70
71\subsection{Wisdom}
72
73\attr{Wisdom} reflects intuition, willpower, and common sense. \attr{Wisdom} is the Prime Requisite for \kw{Clerics}. The Wisdom modifier may apply to saving throws against certain magical effects, especially those affecting the mind or will.
74
75\subsection{Dexterity}
76
77\attr{Dexterity} measures agility, balance, and manual coordination.
78\attr{Dexterity} is the Prime Requisite for \kw{Thieves}. Apply the \attr{Dexterity} bonus or penalty to missile attack rolls, \attr{AC}, and Initiative rolls.
79
80\subsection{Constitution}
81
82\attr{Constitution} measures health and physical endurance. Apply the \attr{Constitution} bonus or penalty to each hit die rolled. A penalty will never reduce a hit die result below 1 hit point.
83
84\subsection{Charisma}
85
86\attr{Charisma} represents personal magnetism, leadership, and force of personality. Apply the \attr{Charisma} modifier to reaction rolls. \attr{Charisma} also affects the number of retainers a character may hire and their loyalty.
87
88\section{HP and Hit Dice}
89
90\attr{HP} (hit points) represent how much damage a character can sustain. When a character takes damage, hit points are subtracted from the current total; this does not change the maximum hit point value.
91
92First-level characters begin play with one hit die of the appropriate type plus \attr{Constitution} modifier, with a minimum of 1 hit point. Each time a character gains a level, another hit die is rolled and added, again with a minimum gain of 1 hit point.
93
94After ninth level, characters gain a fixed number of hit points per level, as shown in the class advancement tables, and no longer apply \attr{Constitution} modifiers.
95
96\section{Languages}
97
98All characters begin play knowing their native language. In most campaign worlds, Humans speak a common tongue known as ``Common.''
99Non-Human characters know both Common and their racial language.
100
101Characters with \attr{Intelligence} of 13 or higher may learn additional \kw{languages} equal to their \attr{Intelligence} bonus. These may include other racial languages or the tongues of monsters such as \monster{Orcs} or \monster{Goblins}, subject to the Game Master's approval. Players may leave language slots unused to be filled later during play.
102
103Some Game Masters may allow scholarly characters to learn rare, dead, or exotic languages, such as those of \monster{Dragons} or ancient civilizations.