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audeo:binding_of_laurus [2013/04/30 11:03] – [Exploits] JasonPaudeo:binding_of_laurus [2013/04/30 12:36] (current) – [Fortune] JasonP
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 [[:Audeo]] is a game of daring adventure in a dangerous land of fantasy not unlike Dungeons and Dragons. In order to play, you'll need an Adventurer. Here you will find all the rules that link the world of Laurus to the methods used in [[:audeo:Creating the Adventurer|Adventurer Creation]]. [[:Audeo]] is a game of daring adventure in a dangerous land of fantasy not unlike Dungeons and Dragons. In order to play, you'll need an Adventurer. Here you will find all the rules that link the world of Laurus to the methods used in [[:audeo:Creating the Adventurer|Adventurer Creation]].
  
-This is broken into two parts: Tables, and Processes. Tables are 1 to 6 indexes of ideas connected to the world of Laurus, and Processes are what each does in the rules itself.+This is broken into two parts: Tables, and Processes. Tables are 1 to 6 indexes of ideas connected to the world of Laurus, and Processes are what each does in the rules itself. There are a whooping 26 tables with 6 entries each, and 16+ processes!
  
 ===== 1st Phase Tables ===== ===== 1st Phase Tables =====
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 ==== Manna ==== ==== Manna ====
 ^ Index  ^  Manna  ^  ^ Index  ^  Manna  ^ 
-| 1  | +| 1  | Solar Diamonds 
-| 2  | +| 2  | Corona Dew Drops 
-| 3  | +| 3  | Spirit Crystal 
-| 4  | +| 4  | Iced Steel 
-| 5  | +| 5  | Fire Gems 
-| 6  | |+| 6  | Radiant Gold |
  
 <newcolumn> <newcolumn>
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 | 6  | Reckless Abandon | | 6  | Reckless Abandon |
  
-==== Fortune ==== +==== ==== 
-^ Index  ^  Fortune  +^ Index  ^   
 | 1  | ? | | 1  | ? |
 | 2  | ? | | 2  | ? |
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 These are all important moments experienced by the adventurer in the land which they grew up, during their youth. These are all important moments experienced by the adventurer in the land which they grew up, during their youth.
  
-  * **Minor Injustice**: +  * **Minor Injustice**: The adventurer encounters a minor injustice in everyday life, ask the narrator for details. If the adventurer does something about it earn the Merit: //Envisions a Better World// or one of your making, and if they do not, earn a random Aura card and create a Story point about it. 
-  * **Trivial Felicity**: +  * **Trivial Felicity**: The adventurer finds something small from their everyday life that gives them a bit of true happiness. Create a Story point about it, and earn +3 Gold. 
-  * **Measurable Loss**: +  * **Measurable Loss**: The adventurer suffers some measure of personal loss: social station, health, personal life, or so on. Work with the narrator to get some details. Earn +2 Ip and the Fault: //Withdrawn// or one of your making. 
-  * **Casual Happiness**: +  * **Casual Happiness**: The adventurer lucks into a short period of true happiness. Decide with the narrator on the nature of this happiness, and work out why it didn't last. Create a Story point about it, and earn the Impression: //Full of Hope for Tomorrow// or another of your making. 
-  * **Moment of Glory**: +  * **Moment of Glory**: The adventurer, when pressed into a corner, stands out as the hero they could possibly become for just a moment. Give the narrator an idea and let them tell you about what happened. Roll/Choose on any chart you'd like, except Land or Race. Earn +2 Ip. 
-  * **Terrible Secret**:+  * **Terrible Secret**: Roll a die. If its three or less the adventurer uncovers a terrible secret about themselves, four or more and its about the world around them. Create a Story point for this revelation and earn +1 to all three abilities.
  
 ==== Exploits ==== ==== Exploits ====
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   * **Favorable Raid**: The adventurer was part of a raid on another village that went particularly well. Ask the Narrator about it and then describe either a Means or Merit of your choice gained from this raid. Earn +2 Ip.   * **Favorable Raid**: The adventurer was part of a raid on another village that went particularly well. Ask the Narrator about it and then describe either a Means or Merit of your choice gained from this raid. Earn +2 Ip.
-  * **Toiling Term**:  +  * **Toiling Term**: The adventurer ended up toiling in the fields for a term. Choose/roll three abilities to earn +1 and earn +2 Ip. 
-  * **Sustained Drought**: +  * **Sustained Drought**: The adventurer was caught up in an area suffering a prolonged drought as the Ingens Corona they counted on suffered a wasting disease. Choose/roll two random abilities to suffer -1, roll/choose an Uncommon Means and a Windfall.
  
 === Wild === === Wild ===
  
-  * **Heated Battle**: +  * **Heated Battle**: The adventurer took part in a heated battle in the wild, roll a die. If it comes up 3+ they were on the side of the victors. If it comes up 2 or less they were with the losers, roll/choose a Minor Misfortune as a result. Regardless, roll/choose an Interesting Merit or Uncommon Means. 
-  * **Lost in the Bush**: +  * **Lost in the Bush**: The adventurer got lost on the untamed woods during a storm of some might. For the next 1d6 weeks they were on their own. Gain the Means: Survival Instincts, and +1 to both Drive and Push. For each two weeks in the woods, earn +1 Gold. 
-  * **Wicked Find**:+  * **Wicked Find**: The adventurer randomly happens upon an object of legend while venturing across the wild. Ask the narrator about it. Create a Story point for it and earn +2 Ip.
  
 === Dangerous === === Dangerous ===
  
-  * **Cursed Treasure**: +  * **Cursed Treasure**: The adventurer discovered a cursed treasure, but by the time they realized it was too late!. Roll/choose a Windfall and earn +2 Gold, but the narrator decides if you roll a Horrific Disease, Minor Misfortune, or came upon Hard Times. 
-  * **Brutal Battle**: +  * **Brutal Battle**: The adventurer took part in a heated battle in the wild, roll a die. Earn that much gold, but if the die came up 4+ the battle went badly for the adventurer. Roll/choose on the Major Misfortune table. 
-  * **Clash with Spirit**:+  * **Clash with Spirit**: The adventurer met a walking Spirit in the dangerous land, roll a die. If it comes up four or more they bested the spirit by some Uncommon Means (roll/choose). If it comes up three or less they discovered something in themselves that won the day, roll/choose on Touched. Earn +2 Ip.
 ===== Additional Processes ===== ===== Additional Processes =====
  
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   - **Evolved**: You are something more than your race, you are the next step in one possible evolution path. Add +1 to all your abilities and +3 Ip, but all normal Gold costs are increased one (only the standard base costs, not anything listed on these charts for instance).   - **Evolved**: You are something more than your race, you are the next step in one possible evolution path. Add +1 to all your abilities and +3 Ip, but all normal Gold costs are increased one (only the standard base costs, not anything listed on these charts for instance).
   - **Devil-kin**: The end result of the disease Devil-blood, but something you avoided being put to death. Now you are part devil and part <race>. Always roll two more dice than you should for your rolls, but when you meet Destiny have the narrator step backward twice instead of once.   - **Devil-kin**: The end result of the disease Devil-blood, but something you avoided being put to death. Now you are part devil and part <race>. Always roll two more dice than you should for your rolls, but when you meet Destiny have the narrator step backward twice instead of once.
 +
 +==== Manna ====
 +
 +Manna, in the "of the heavens" sense, are celestial goods your adventurer gained by chance or merit during their life in the lands of Laurus. All of these count as special Means in the definition of your adventurer. The narrator will determine when they can be used, based on how you fill in their details.
 +
 +  - **Solar Diamonds**: Your adventurer has 1d6 solar diamonds. These amazing gems glow in the dark and are believed to have landed on Laurus from the realm of the Glorious Sun. They have the known ability to smite Devils and dominate Spirits. The three races of the Underground covet them above all else.
 +  - **Corona Dew Drops**: Your adventurer has collected 2d6 drops of dew from the morning glitter of the Ingens Corona over the years. These rare drops have healing powers of some note, and can cure many diseases given the proper ritual.
 +  - **Spirit Crystal**: Your adventurer has uncovered a piece of spirit crystal, a clear but refractive crystal that scatters light in a prismatic way. This crystal has the energy of a faded Spirit trapped within, and this can be tapped via Magical Means for energy. It is a perpetual source, and renews in 1d6 hours after being used.
 +  - **Iced Steel**: This pale blue-gray steel is always cold to the touch, and becomes like the coldest ice when in the dark. It is nearly unbreakable and can only be worked in the burning light of the three suns. Decide the form of the steel. If you wear something made from it, you can thrive in the lands outside the Valley, and are immune to all forms of heat and light.
 +  - **Fire Gems**: Your adventurer has gained 1d6 fire gems. These were formed in the ritual used by the Priests of Nitor to raise the Ingens Corona to their skyscraper heights, and are thought to contain the pure form of the magic they sacrificed in that process. A gem is said to be able to allow one the power to make their own city from nothing, but no one yet has the prowess to use them. Everyone seeks fire gems, and they demand the highest price of all things known in Crowned Valley.
 +  - **Radiant Gold**: Your adventurer has 2d6 coins of radiant gold from the 1st age. These coins reflect a prismatic spread of light, as as light as paper, and stronger than Iced Steel. However no one knows in these times the methods used to work them. However, that doesn't mean they aren't valuable. Trade one and you could own a small village or buy a home in the largest city.
 +
 +==== ? ====
 +
 +?
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audeo/binding_of_laurus.1367345035.txt.gz · Last modified: 2013/04/30 11:03 by JasonP