From 6709f6bd46da34cf50c8cf72212730d75492aa97 Mon Sep 17 00:00:00 2001 From: Michael Lombardi Date: Mon, 13 Feb 2023 17:27:11 -0600 Subject: [PATCH] (WIP) Initial draft --- content/rules/action-resolution.md | 55 +++++++ content/rules/characters/_index.md | 11 ++ content/rules/characters/ambitions.md | 86 +++++++++++ content/rules/characters/blood-and-tephra.md | 26 ++++ content/rules/characters/creating/_index.md | 11 ++ content/rules/characters/creating/lifepath.md | 9 ++ .../rules/characters/creating/step-by-step.md | 9 ++ content/rules/characters/domains/_index.md | 11 ++ .../rules/characters/domains/relationships.md | 141 ++++++++++++++++++ .../rules/characters/domains/reputations.md | 33 ++++ content/rules/characters/domains/skills.md | 17 +++ content/rules/characters/domains/vocations.md | 67 +++++++++ content/rules/characters/dweomers.md | 8 + content/rules/characters/growth-and-change.md | 8 + .../rules/characters/iron-flax-and-bone.md | 35 +++++ content/rules/characters/knacks.md | 8 + content/rules/characters/wealth.md | 8 + content/rules/distance.md | 8 + content/rules/ratings-and-rankings.md | 24 +++ content/rules/time.md | 8 + 20 files changed, 583 insertions(+) create mode 100644 content/rules/action-resolution.md create mode 100644 content/rules/characters/_index.md create mode 100644 content/rules/characters/ambitions.md create mode 100644 content/rules/characters/blood-and-tephra.md create mode 100644 content/rules/characters/creating/_index.md create mode 100644 content/rules/characters/creating/lifepath.md create mode 100644 content/rules/characters/creating/step-by-step.md create mode 100644 content/rules/characters/domains/_index.md create mode 100644 content/rules/characters/domains/relationships.md create mode 100644 content/rules/characters/domains/reputations.md create mode 100644 content/rules/characters/domains/skills.md create mode 100644 content/rules/characters/domains/vocations.md create mode 100644 content/rules/characters/dweomers.md create mode 100644 content/rules/characters/growth-and-change.md create mode 100644 content/rules/characters/iron-flax-and-bone.md create mode 100644 content/rules/characters/knacks.md create mode 100644 content/rules/characters/wealth.md create mode 100644 content/rules/distance.md create mode 100644 content/rules/ratings-and-rankings.md create mode 100644 content/rules/time.md diff --git a/content/rules/action-resolution.md b/content/rules/action-resolution.md new file mode 100644 index 0000000..60f93d2 --- /dev/null +++ b/content/rules/action-resolution.md @@ -0,0 +1,55 @@ +--- +title: Action Resolution +summary: >- + Rules for handling actions in Kuruso. +weight: 1 +--- + +To decide how a character's action plays out, answer the following questions, discussing as +necessary. + +1. **Intent:** What does the character want? +1. **Approach:** Hows does their character try to achieve that intent? +1. Can the approach for the intent succeed? If not, the character fails. +1. Can it fail? If not, the character succeeds. +1. Does failure have meaningful consequences? If not, the character succeeds. If so, the character + must test. + +In short, a character must test if and only if their approach to their intent can succeed and can +fail with meaningful consequences. + +## Tests + +When a test is called for, follow this order of operations, stopping when the result is clear: + +1. The adjudicator decides which attribute (Iron, Flax, or Bone) is the most relevant to the + character's approach. +1. The adjudicator determines the difficulty tier of the test based on the character's approach and + the current context. Most tests are tier 1. +1. The player states a relevant domain to use for the test, if any. +1. The player rolls d6:6. +1. If the roll's rating is 6:6, the result is a botch, the worst possible outcome for the + character's intent by their approach. +1. If the roll's rating is equal to the rating of either the relevant attribute or applicable + domain, the result is a triumph, the best possible outcome for the character's intent by their + approach. +1. If the tier of the roll's rating is less than the tier of the difficulty, the result is a + failure. +1. If the roll's rating is under the rating of either the relevant attribute or applicable domain, + the result is a success. +1. If the degree of the roll's rating is less than the tier of the applicable domain, the result is + a success. +1. The result is a failure. + +## Contests + +Contests are tests with more than one party, like a race, negotiation, or fight. Contests follow the +same order of operations as normal tests until every side's result is determined. Then, follow this +order of operations to determine the result of the contest: + +1. If only one party succeeded or triumphed, they win the contest. +1. If more than one party triumphed, the triumphing party with the highest rolled rating wins the + contest. +1. If more than one party succeeded, the succeeding party with the highest rolled rating wins the + contest. +1. If every party failed, the party with the highest rolled rating wins the contest. diff --git a/content/rules/characters/_index.md b/content/rules/characters/_index.md new file mode 100644 index 0000000..76ccee0 --- /dev/null +++ b/content/rules/characters/_index.md @@ -0,0 +1,11 @@ +--- +title: Characters +summary: >- + Rules for defining characters in Kuruso. +weight: 3 +platen: + menu: + collapse_section: true +--- + +Blah blah.. diff --git a/content/rules/characters/ambitions.md b/content/rules/characters/ambitions.md new file mode 100644 index 0000000..1a4f50b --- /dev/null +++ b/content/rules/characters/ambitions.md @@ -0,0 +1,86 @@ +--- +title: Ambitions +summary: >- + Rules for defining characters in Kuruso. +weight: 4 +--- + +Ambitions drive the people of Kuruso to new heights, manifesting in their thoughts, actions, and +eventually their very being as the world's magic recognizes their efforts. + +Ambitions may be long-term, only achievable with seasons or years of dedicated effort, or +short-term, attainable in the next few hours or days. Fulfilling ambitions changes a person +figuratively and literally as their tephra responds to their manifested will. + +Characters may have up to two active long-term ambitions and one short-term ambition at a time. + +## Short-Term Ambitions + +Short-term ambitions are always declared during play. + +When a character achieves a short term ambition, mark the attribute (iron, flax, or bone) most +relevant to it with a `+` or erase an `x`. If a character fails in their short-term ambition, mark +it with an `x` or erase a `+`. + +## Long-Term Ambitions + +Long-term ambitions drive at what a character wants to become. Unlike short-term ambitions, +long-term ambitions have a rating and are a relevant domain while pursuing that ambition. As a +character advances towards their ambition, they may unlock related knacks. + +The list of ambitions below is non-exhaustive. + +### Become an Ironbinder + +Ironbinders are the rare folk in Kuruso who have mastered the use of precious iron to bind eldritch +entities to their will, turning daemons into servants or destroying them with mere speech. They are +marked by the rust in their sweat and tears and the iron tokens they wear as talismans, etched with +the old words. + +When you embark on the journey to becoming an ironbinder, gain the Ironbinder domain with a rating +of 1:1. This domain is relevant for tests to identify, research, interact with, and defeat daemons, +as well as speaking the Old Tongue. + +Whenever you survive physical contact with a daemon, test this domain. If successful, you learn the +daemon's name. Whether or not you succeed, mark the domain. + +When you know the name of six daemons, you gain the Irontongue knack. + +When the rating of your Ironbinder domain reaches tier 3, you gain the Rustful Humors knack and are +eligible to undergo the Iron Trial, where you will be given the name of a daemon to bind as your +own servant by another Ironbinder. If you succeed, you ascend as a full Ironbinder in your own +right. + +Irontongue +: The stronger this knack, the stiffer and darker your tongue becomes, hardening in your mouth to + living iron, coated in rust from your saliva. Unless polished and cleaned, the difficulty tier + for all speech when not exercising this knack is increased by its magnitude. + + Exercise this knack to speak with daemons. Your words transform in your throat to the Old Tongue, + granting you power over them. Social tests against daemons can damage their tephra as if attacking + them with a weapon. + +Rustful Humors +: The stronger this knack, the more obvious your calling. All of your bodily fluids stain with rust, + streaking from your pores and orifices. Your hunger for flesh, especially organs, increases. + + Exercise this knack convert your own blood to tephra at a 2:1 rate, pulling iron and power from + your body. + +### Become the Idol of a Cult + +### Become the Captain of a Gang + +### Animate an Ancient Automaton + +### Supplicate to an Echo + +### Befriend a Servitor + +### Master a Dweomer + +### Create a Masterwork + +### Win the Dawndrake Race + +### Kill an Echo Beneath the Watchful Moon diff --git a/content/rules/characters/blood-and-tephra.md b/content/rules/characters/blood-and-tephra.md new file mode 100644 index 0000000..bdc2b13 --- /dev/null +++ b/content/rules/characters/blood-and-tephra.md @@ -0,0 +1,26 @@ +--- +title: Blood and Tephra +summary: >- + Rules for defining characters in Kuruso. +weight: 3 +--- + +## Blood + +In Kuruso, the thickness of someone's blood is as a metaphor for how tough they +are, or how much danger seems to affect them. People who are thick-blooded stride through dangers +recklessly, surviving dangers that turn lesser folk into memories. But blood thins fast, even for +would-be heroes, leading to terrible wounds and death. + +A character's blood is calculated as the sum of the tiers for their iron and bone. A week of rest +thickens the blood by one tier, up to its natural thickness. + +## Tephra + +In Kuruso, those who are hot with Tephra are intrinsically powerful or adept at magic, manifesting +as warmth emanating from their flesh. Truly gifted folk make the very air around them shimmer with +their power. Using their tephra cools them, sometimes to death. When folk run out of tephra, they +must resort to spending the warmth in their blood instead. + +A character's tephra is calculated as the sum of the tiers for their iron and flax. A day of rest +warms the tephra by one tier, up to its natural temperature. diff --git a/content/rules/characters/creating/_index.md b/content/rules/characters/creating/_index.md new file mode 100644 index 0000000..6505580 --- /dev/null +++ b/content/rules/characters/creating/_index.md @@ -0,0 +1,11 @@ +--- +title: Creating Characters +summary: >- + Rules for creating new characters in Kuruso. +weight: 1 +platen: + menu: + collapse_section: true +--- + +Blah blah.. diff --git a/content/rules/characters/creating/lifepath.md b/content/rules/characters/creating/lifepath.md new file mode 100644 index 0000000..e007480 --- /dev/null +++ b/content/rules/characters/creating/lifepath.md @@ -0,0 +1,9 @@ +--- +title: Creating a Character with a Lifepath +linktitle: By Lifepath +summary: >- + Rules for defining characters through a lifepath in Kuruso. +weight: 1 +--- + +Blah blah.. diff --git a/content/rules/characters/creating/step-by-step.md b/content/rules/characters/creating/step-by-step.md new file mode 100644 index 0000000..09f31a7 --- /dev/null +++ b/content/rules/characters/creating/step-by-step.md @@ -0,0 +1,9 @@ +--- +title: Step-by-Step Character Creation +linktitle: Step-by-Step +summary: >- + Rules for defining characters one step at a time in Kuruso. +weight: 2 +--- + +Blah blah.. diff --git a/content/rules/characters/domains/_index.md b/content/rules/characters/domains/_index.md new file mode 100644 index 0000000..7c735b6 --- /dev/null +++ b/content/rules/characters/domains/_index.md @@ -0,0 +1,11 @@ +--- +title: Domains +summary: >- + Rules for creating new characters in Kuruso. +weight: 5 +platen: + menu: + collapse_section: true +--- + +Blah blah.. diff --git a/content/rules/characters/domains/relationships.md b/content/rules/characters/domains/relationships.md new file mode 100644 index 0000000..3d961e1 --- /dev/null +++ b/content/rules/characters/domains/relationships.md @@ -0,0 +1,141 @@ +--- +title: Relationships +summary: >- + Defining formal relationships enforced socially and by the world itself in Kuruso. +weight: 3 +--- + +Everyone in Kuruso is tied to other people and factions by the threads of their relationships. +Formal relationships go further, conferring advantages and disadvantages, recognized by both the +parties and the very magic of the city. + +Relationships are special domains rated by tier and degree. A relationship takes one of several forms: + +- Alliances are formal relationships between two people or factions promising to aid and defend + each other. +- Guardianships are are formal relationships between two people, one promising to take care the other. +- Nemeses are formal relationships between two people or factions promising to hinder and thwart + each other. +- Memberships are formal relationships between a person and a faction, the person promising to + serve the faction and observe its tenets, the faction to provide services and support to the + member. + +All formal relationships confer advantages and disadvantages. They can also be directly invested in. + +## Alliances + +Advantages +: Test to compel an ally to loan an appropriate item, service, or finances, to assist in a plot, to + vouch for you, or to provide information or employment. + + You only need to use this mechanism if the ally would otherwise be disinclined to help you. If you + are successful, they render aid without complaint. If you fail, mark the relationship with an `x` + or erase a `+`. + +Disadvantages +: Allies can compel you in the same way you can compell them. Further, nemeses of your ally treat + you as a nemesis. + +Investing +: Invest in your alliance by giving gifts of wealth or service. When you do so, mark the + relationship with a `+` or erase an `x`. + +Formalizing +: Formalize an alliance by spilling each other's blood into a ritual bowl and igniting it with both + parties tephra, burning as many points as the initial tier of the alliance's rating. + +Breaking +: Unilaterally break an alliance by formally resigning and giving gifts worth six times as much as + the tier of the relationship. Mutually break an alliance by sundering the ritual bowl together, + burning tephra equal to the tier of the relationship. + +## Guardianships + +Advantages +: Count your relationship as a relevant domain for any test when fulfilling your duty as a guardian. + You may test to draw tephra from your ward, pulling up to the degree of a successful test from + their own body. If you fail, you still draw the tephra but mark the relationship with an `x` or + erase a `+`. + + If you are the ward, you may compel your guardian to protect or provide for you. You only need to + use this mechanism if your guardian would otherwise be disinclined to help you. If you are + successful, they render aid without complaint. If you fail, mark the relationship with an `x` or + erase a `+`. + +Disadvantages +: The guardian is responsible for the ward's wellbeing. They must provide the basics for the ward's + existence, including food, shelter, and employment. If they fail in these duties, their tephra is + reduced by one per day until they make amends. If their tephra is reduced to 0, their blood burns + away instead. Further, wards may be targeted by nemeses since the relationship is public record. + +Investing +: Guardians may invest in their relationship by giving gifts of wealth to their ward. Wards may + invest by rendering services to their guardian. When you do so, mark the relationship with a `+` + or erase an `x`. + +Formalizing +: Formalize a guardianship by providing all of the material needs for the ward for a month in + advance and swearing an oath on your own blood and tephra to provide for them, burning one point + of each. You must have at least three public witnesses and record the relationship by signing each + other's flesh. + +Breaking +: Break a guardianship by denouncing the other before three witnesses and burning tephra equal to + the tier of your relationship. If the witnesses judge that the reason is invalid, the loss of + tephra is permanent. + +## Nemeses + +Advantages +: Count your relationship as a relevant domain for any test when thwarting your nemesis. You may use + your nemesis relationship in place of an alliance to compel your enemies of your nemesis to aid + you against them. + +Disadvantages +: Nemeses may compel your enemies to join with them and are particularly effective at thwarting you. + You are obligated to oppose your nemesis. When you consciously choose not to do so, mark the + relationship with an `x` or erase a `+`. + +Investing +: Invest in your nemesis by giving gifts and services to their enemies, publicizing their failures + and flaws, or thwarting their plans. When you do so, mark the relationship with a `+` or erase an + `x`. + +Formalizing +: Formalize your status as nemeses by mutually and ritually denouncing each other in public. To + denounce your enemy, carve their name into a lead bullet with your fingernails, wet the bullet + with your blood, and throw it into the Well of Feuds. + + If the denouncement isn't mutual, you gain the benefits of nemesis but only for six days, after + which the relationship is sundered if you don't burn tephra equal to the tier of the relationship + at every moonfall. + +Breaking +: Break your relationship as nemeses by publicly reconciling and retreiving the bullet you cast from + well. + +## Memberships + +Advantages +: Gain access to all factional facilities and services up to the tier of your relationship. + Membership is a prerequisite to supplication. + + You may test to compel the faction to provide you with information, supplies, or employment. + + You only need to use this mechanism if the faction would otherwise be disinclined to help you. If + you are successful, they render aid without complaint. If you fail, mark the relationship with an + `x` or erase a `+`. + +Disadvantages +: You must perform any favors the faction asks of you. If you refuse, mark the relationship with an + `x` or erase a `+`. + + Further, the faction's enemies treat you as an enemy. + +Investing +: Invest in your faction by giving gifts of wealth or service. When you do so, mark the relationship + with a `+` or erase an `x`. + +Breaking +: Break your relationship by relinquishing all rights and obligations to the faction. If this is + unilateral, it may be permanent, shutting the member off from the faction for all time. diff --git a/content/rules/characters/domains/reputations.md b/content/rules/characters/domains/reputations.md new file mode 100644 index 0000000..667aea0 --- /dev/null +++ b/content/rules/characters/domains/reputations.md @@ -0,0 +1,33 @@ +--- +title: Reputations +summary: >- + Defining beliefs others may hold about characters in Kuruso. +weight: 4 +--- + +Reputations are more of a currency in Kuruso than any precious metal or precious jewel. They are +statements or adjectives about characters that other people may believe. They don't necessarily +represent an inherent truth about a person. + +Reputations are domains rated by tier and degree. A character may have any number of reputations. +New reputations begin with a rating of 1:1. + +The first time a reputation might be relevant when interacting with a person or a faction, make an +iron test with the reputation as the relevant domain. If successful, the other party believes the +reputation. Don't test for the reputation again with that party until its rating changes. + +If the other party believes in a characters reputation, social tests between the character and that +party have their difficulty reduced by the reputation's tier if it's applicable. + +Characters can reinforce or disabuse others of their reputations by their actions and by cultivating +the reputation intentionally. + +When a character takes an action that can be observed or recorded that would reinforce the +reputation, mark it with a `+` or erase an `x`. When the action would disabuse others of the +reputation, mark it with an `x` or erase a `+`. + +To cultivate a reputation, spend wealth equal to the reputation's current tier to add or erase a +mark as desired, buying rumors or art to spread or alter their reputation. + +Characters can also gain new reputations in play when their actions would create one or they choose +to intentionally cultivate it. diff --git a/content/rules/characters/domains/skills.md b/content/rules/characters/domains/skills.md new file mode 100644 index 0000000..f6fc033 --- /dev/null +++ b/content/rules/characters/domains/skills.md @@ -0,0 +1,17 @@ +--- +title: Skills +summary: >- + Rules for defining characters in Kuruso. +weight: 2 +--- + +Everyone has skills, which define an area of expertise a character has practiced. + +Skills are domains rated by tier and degree. A character may have any number of skills. New skills +begin with a rating of 1:1. + +Skills are free-form descriptors of a domain. Some skills are specializations within a field, like +fighting styles or driving a specific vehicle. + +> Todo: Describe different skill specializations and why narrow might be better than general? +> Alternatively, don't care. diff --git a/content/rules/characters/domains/vocations.md b/content/rules/characters/domains/vocations.md new file mode 100644 index 0000000..8a2bcb5 --- /dev/null +++ b/content/rules/characters/domains/vocations.md @@ -0,0 +1,67 @@ +--- +title: Vocations +summary: >- + Rules for defining characters in Kuruso. +weight: 1 +--- + +Everyone has a vocation, a calling that guides their life along a course of mastery. Some folk even +have several, feeling the pull of differing destinies. + +Vocations are domains rated by tier and degree. A character may only follow as many vocations as the +tier of their Flax attribute. New vocations begin with a rating of 1:1. + +A character may abandon a vocation. If they do, it degrades at a rate of one degree per week. If it +is being abandoned in favor of a related vocation, the rating can instead be transferred at a rate +of one degree per day of dedicated study or practice. + +## Example Vocations + +The following list of vocations is non-exhaustive and specific to Kuruso. More common vocations, +like baker, sailor, or warrior, aren't included here. + +- **Archivist** - keeper of records and artifacts, an expert in and researcher of a specific topic +- **Canal Cleanser** - one who sanitizes the waters of the cities, battling miasma and monster alike +- **Cheirourgos** - one who cuts and knits flesh and bone for healing and change +- **Corpseanter** - one who eradicates colonies of corpseants, terrors that escape the labyrinth. +- **Cosmetician** - one who creates and applies makeup as magical art +- **Dapuritojos** - one who walks the labyrinth, memorizing it to guide others through its + treachorous halls +- **Drakeracer** - one who mounts the back of a drake for entertainment and acclaim +- **Draketender** - one who raises and teaches drakes to coexist with people +- **Dreamspeaker** - one who delves into the dreams of others to heal and guide them +- **Eelsurfer** - one who rides a pair of kurusoja eels, often racing or for messages and along aqueducts +- **Espalier** - one who grows trees in Kuruso's gardens, raising them along walls or fences +- **Falconer** - one who befriends a great bird to protect the skies and gardens of the city +- **Gardener** - one who raises flowers and herbs for beauty and alchemy +- **Glyphclammer** - one who raises glyphclams, special creatures for recording knowledge and dweomers +- **Gondolieri** - one who has earned the right to pilot a gondola in the canals, a singer and + demon hunter. +- **Graffitist** - one who specializes in guerilla art, often employed to beautify or curse an area + with their magical works +- **Hairdresser** - one who specializes in the arranging of hair for magical effect +- **Husbander** - one who raises creatures alchemically, specializing their lines with varied effects + and anatomies +- **Kelpfarmer** - one who grows the seaweed that feeds, cleans, and heals the folks of the city +- **Lapidarist** - one who cuts and polishes stones, precious and otherwise +- **Leecher** - one who raises and applies leeches for the exchange of blood. +- **Magohyalurgos** - one who works mageglass shards into finished items, like tools, weapons, or + panes. +- **Manicurist** - one who beautifies hands and nails with magical ink and polish +- **Matrixer** - one who crafts matrices that apply specific dweomers for their purpose +- **Melisseus** - keeper of bees and producer of honey +- **Oysterer** - one who dives for oysters, cultivating their stones and harvesting them +- **Perfumer** - one who devises and decants scent-magics for wear +- **Pharmacopolist** - one who makes medicines and salves +- **Rhetorikos** - one who speaks to the public on behalf of a cause or faction +- **Roofrunner** - one who carries messages or treasures from place to place, with or without the + permission of those below +- **Shadowpainter** - one who illustrates with light, bringing shadows to life +- **Spire Agent** - one who dedicates themself in service of a great spire +- **Spireglider** - one who takes others across the city on wings of silk from the heights of a + great spire +- **Spirescrubber** - one who dares the wind and laughs at the grasping hands of the earth to polish + the spirestones +- **Stormravener** - one who raises and trains the spirits of sky to bend the weather to their will +- **Trebuchet Operator** - one who calculates and maintains the great engines of travel to launch + travelers across the city in wingsuits diff --git a/content/rules/characters/dweomers.md b/content/rules/characters/dweomers.md new file mode 100644 index 0000000..d6ac980 --- /dev/null +++ b/content/rules/characters/dweomers.md @@ -0,0 +1,8 @@ +--- +title: Dweomers +summary: >- + Rules for defining characters in Kuruso. +weight: 10 +--- + +Blah blah.. diff --git a/content/rules/characters/growth-and-change.md b/content/rules/characters/growth-and-change.md new file mode 100644 index 0000000..c7f8ac8 --- /dev/null +++ b/content/rules/characters/growth-and-change.md @@ -0,0 +1,8 @@ +--- +title: Growth and Change +summary: >- + Rules for defining characters in Kuruso. +weight: 12 +--- + +Blah blah.. diff --git a/content/rules/characters/iron-flax-and-bone.md b/content/rules/characters/iron-flax-and-bone.md new file mode 100644 index 0000000..0ed75a6 --- /dev/null +++ b/content/rules/characters/iron-flax-and-bone.md @@ -0,0 +1,35 @@ +--- +title: Iron, Flax, and Bone +summary: >- + Rules for defining a character's physical, mental, and metaphysical prowess. +weight: 2 +--- + +Iron, Flax, and Bone are the three fundamental attributes all creatures and characters in Kuruso +share. They define the base goal when adjudicating actions. Each attribute has a rating between 1:1 +and 6:6. For humans, the average for these three attributes is 2:4. + +## Iron + +In Kuruso, iron is a precious rarity. Any magic effects are more potent when iron is incorporated +in the application and demons shy away from the metal that ignores their abilities and defenses. +Iron represents a character's force of will, presence, and metaphysical aptitude. When someone is +heavy with iron, they're powerful personally and magically, a noticeable presence in any room. If +they're light on iron, they may slip by unnoticed or unremarked. + +## Flax + +Flax represents so much of human ingenuity, supplying them with food, oil, cloth, paper, and paint. +In Kuruso, it symbolizes ingenuity, industry, trade, craft, and knowledge. Flax +represents a character's mental prowess and training, including their knowledge and intuition. When +someone is stuffed with flax, they're knowledgeable and well trained, able to apply their knowledge +in all sorts of situations. If they're meager with flax, they lack training and education and have +to rely on their more limited direct experience and first-hand knowledge to see them through. + +## Bone + +In Kuruso, capacity for danger and hard work are both symbolized by the bone that bears them. Bone +represents a character's physical prowess and training, including their strength, endurance, +agility, and hand-eye coordination. When someone's strong-boned, they're fast, powerful, flitting +from danger to danger with ease and grace. When they're brittle-boned, they are unable to overcome +strenuous physical obstacles, having to rely on their other resources to get things done. diff --git a/content/rules/characters/knacks.md b/content/rules/characters/knacks.md new file mode 100644 index 0000000..83f0f60 --- /dev/null +++ b/content/rules/characters/knacks.md @@ -0,0 +1,8 @@ +--- +title: Knacks +summary: >- + Rules for defining characters in Kuruso. +weight: 9 +--- + +Blah blah.. diff --git a/content/rules/characters/wealth.md b/content/rules/characters/wealth.md new file mode 100644 index 0000000..2fb7ef6 --- /dev/null +++ b/content/rules/characters/wealth.md @@ -0,0 +1,8 @@ +--- +title: Wealth +summary: >- + Rules for defining characters in Kuruso. +weight: 11 +--- + +Blah blah.. diff --git a/content/rules/distance.md b/content/rules/distance.md new file mode 100644 index 0000000..56241b0 --- /dev/null +++ b/content/rules/distance.md @@ -0,0 +1,8 @@ +--- +title: Distance +summary: >- + Rules for handling distances in Kuruso. +weight: 10 +--- + +Blah blah.. diff --git a/content/rules/ratings-and-rankings.md b/content/rules/ratings-and-rankings.md new file mode 100644 index 0000000..dbd3ad2 --- /dev/null +++ b/content/rules/ratings-and-rankings.md @@ -0,0 +1,24 @@ +--- +title: Ratings and Rankings +summary: >- + Rules for defining competencies and attributes in Kuruso. +weight: 2 +--- + +Kuruso uses d6:6 dice measured by **tier** and **degree**, each from 1--6. Tiers measure major +ranks. Degrees measure difference within those ranks. When rolling a d6:6, the first die or the die +closest to the player is the tier die, the other is the degree die. + +Tiers have **rankings**: + +- The 1st tier is nominal (**N**), +- the 2nd tier is basic (**B**), +- the 3rd tier is comprehensive (**C**), +- the 4th tier is extraordinary (**E**), +- the 5th tier is incredible (**I**), +- the 6th tier is unbelievable (**U**). + +d6:6 numbers are **ratings** and have two digits separated by a colon. A rating of `3:5` is a tier +of `3` with a degree of `5`. + +Ratings increase by degree then by tier. 3:5 precedes 3:6 then 4:1. diff --git a/content/rules/time.md b/content/rules/time.md new file mode 100644 index 0000000..60eaadf --- /dev/null +++ b/content/rules/time.md @@ -0,0 +1,8 @@ +--- +title: Time +summary: >- + Rules for handling the passing of time in Kuruso. +weight: 11 +--- + +Blah blah..