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55 changes: 55 additions & 0 deletions content/rules/action-resolution.md
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---
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.
11 changes: 11 additions & 0 deletions content/rules/characters/_index.md
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---
title: Characters
summary: >-
Rules for defining characters in Kuruso.
weight: 3
platen:
menu:
collapse_section: true
---

Blah blah..
86 changes: 86 additions & 0 deletions content/rules/characters/ambitions.md
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---
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
26 changes: 26 additions & 0 deletions content/rules/characters/blood-and-tephra.md
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---
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.
11 changes: 11 additions & 0 deletions content/rules/characters/creating/_index.md
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---
title: Creating Characters
summary: >-
Rules for creating new characters in Kuruso.
weight: 1
platen:
menu:
collapse_section: true
---

Blah blah..
9 changes: 9 additions & 0 deletions content/rules/characters/creating/lifepath.md
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---
title: Creating a Character with a Lifepath
linktitle: By Lifepath
summary: >-
Rules for defining characters through a lifepath in Kuruso.
weight: 1
---

Blah blah..
9 changes: 9 additions & 0 deletions content/rules/characters/creating/step-by-step.md
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---
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..
11 changes: 11 additions & 0 deletions content/rules/characters/domains/_index.md
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---
title: Domains
summary: >-
Rules for creating new characters in Kuruso.
weight: 5
platen:
menu:
collapse_section: true
---

Blah blah..
141 changes: 141 additions & 0 deletions content/rules/characters/domains/relationships.md
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---
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.
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