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Numerous typo fixes and rules consistentifactions, in several separate commits #100

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10 changes: 5 additions & 5 deletions 1-Introduction.xml
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Expand Up @@ -35,7 +35,7 @@ So guide these fools, Paladin. Take up your holy cause and bring salvation to th
<p>Let them cast their sidelong glances. Let them call you “warlock” or “diabolist.” Who among them can hurl fireballs from their eyes?</p>
<p>Yeah. We didn’t think so.</p></div>
<h1>Setting Up</h1>
<p aid:pstyle="NoIndent">To play Dungeon World, you'll need to gather yourself and 25 friends. A group of 4 to 5, including you, is best. Choose one person to be the GameMaster (hereafter: GM). Everyone else will be players, taking the role of the characters in the game. The players get to say what their characters say, think, and do. The GM describes everything else in the world.</p>
<p aid:pstyle="NoIndent">To play Dungeon World, you'll need to gather yourself and 2-5 friends. A group of 4 to 5, including you, is best. Choose one person to be the Game Master (hereafter: GM). Everyone else will be players, taking the role of the characters in the game. The players get to say what their characters say, think, and do. The GM describes everything else in the world.</p>
<p>You can play a single session or string together multiple sessions into a campaign. Plan accordingly. Each session will usually be a few hours and you'll be able to start playing right away within the first session.</p>
<p>You'll need to print some materials. Before you start a new game, print off at least:</p>
<ul><li>A few copies of the basic and special moves</li>
Expand Down Expand Up @@ -100,12 +100,12 @@ So guide these fools, Paladin. Take up your holy cause and bring salvation to th
<p>Characters are limited in how much they can carry by their <strong>Load</strong>. Load is determined by class. Carrying items whose total weight is more than your load causes problems.</p>
<p>Some classes have other specific tools at their disposal like custom gear or ties to powerful entities or organizations. The rules for these are detailed with each class.</p>
<h2>Damage and HP</h2>
<p aid:pstyle="NoIndent">Dungeon World is a dangerous place in many ways, not least of which are the physical perils that await in the forgotten halls where adventurers explore. Each character has <strong>HP</strong>. HP is short for hit points; it's a number which reflects a character's condition. The character's HP value is determined by their class and Constitution score. Your HP doesn't automatically go up as you level, but if your Constitution score changes you update your HP as well.</p>
<p aid:pstyle="NoIndent">Dungeon World is a dangerous place in many ways, not least of which are the physical perils that await in the forgotten halls where adventurers explore. Each character has <strong>HP</strong>. HP is short for hit points; it's a number which reflects a character's condition. The character's HP value is determined by their class and Constitution score (not modifier). Your HP doesn't automatically go up as you level, but if your Constitution score changes you update your HP as well.</p>
<p>When a character takes <strong>damage</strong> they reduce their current HP by that amount. If their current HP falls to zero it means they're dying and must immediately make the Last Breath move. HP never goes negative; if damage would take a character's HP below zero set it to zero instead.</p>
<p>Depending on the outcome of the Last Breath move a character may be <strong>stable</strong> at 0 HP. Stable means the character won't get worse on their own but they won't get better without care or time. If a stable character takes damage they stay at 0 HP but must make the Last Breath move again immediately.</p>
<p>Armor prevents damage. When you take damage you subtract your armor from the damage dealt.</p>
<p>The Cleric is all about healing HP. Without the Cleric's healing magics, adventurers are left at the mercies of bandages, poultices, and other crude medicines, plus the odd healing potion.</p>
<p>HP tracks the assorted bruises and cuts that accumulate but some wounds go deeper. These are <strong>debilities</strong>. Debilities give you a -1 to your modifier for one stat. They don't effect the base score (so being Weak won't effect your Load, just your Str modifier). They're tougher to heal than HP, your best bet is to get somewhere safe and spend a few days resting to get rid of them.</p>
<p>The Cleric is all about healing HP. Without healing magics, adventurers are left at the mercies of bandages, poultices, and other crude medicines, plus the odd healing potion.</p>
<p>HP tracks the assorted bruises and cuts that accumulate but some wounds go deeper. These are <strong>debilities</strong>. Debilities give you a -1 to your modifier for one stat. They don't affect the base score (so being Weak won't affect your Load, just your Str modifier). They're tougher to heal than HP; your best bet is to get somewhere safe and spend a few days resting to get rid of them.</p>
<h2>Advancement</h2>
<p aid:pstyle="NoIndent">Adventurers in Dungeon World grow and learn from their experiences. Eventually, with time and luck, they survive to level up.</p>
<p>Experience is tracked via <strong>XP</strong>. Players mark XP by keeping a tally on their character sheet. When they have XP marks equal to their current level + 7 they are ready to level up, but they do not actually level up until they have some downtime (usually in camp or in a nearby village). Gaining a new level means choosing a new move from your class. If your new level is 3rd, 6th, or 9th you also get to increase one stat by 2, adjusting the modifier to reflect the new score.</p>
Expand All @@ -123,4 +123,4 @@ So guide these fools, Paladin. Take up your holy cause and bring salvation to th
<p aid:pstyle="NoIndent">Why play Dungeon World?</p>
<p>First, to see the characters do <strong>amazing things</strong>. To see them explore the unexplored, slay the undying, and go from the deepest bowels of the world to the highest peaks of the heavens. To see them caught up in momentous events and grand tragedies.</p>
<p>Second, to see them <strong>struggle together</strong>: to gather as a party despite their differences and stand as a united front against their foes, or to argue over treasure, debate battle plans, and join in righteous celebration over a victory hard-won.</p>
<p>Third, because <strong>the world still has so many places to explore</strong>. There are unlooted tombs and dragon hordes dotting the countryside just waiting for quick-fingered and strong-armed adventurers to discover them. That unexplored world has plans of its own. We play to see what they are and how they'll change the lives of our characters.</p></Story></Root>
<p>Third, because <strong>the world still has so many places to explore</strong>. There are unlooted tombs and dragon hordes dotting the countryside just waiting for quick-fingered and strong-armed adventurers to discover them. That unexplored world has plans of its own. We play to see what they are and how they'll change the lives of our characters.</p></Story></Root>
14 changes: 7 additions & 7 deletions 10-Wizard.xml
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Expand Up @@ -61,17 +61,17 @@
<li aid:pstyle="Option">Bag of books (5 uses, 2 weight) and 3 healing potions</li></ul>
<p aid:pstyle="NoIndent">Choose your weapon:</p>
<ul><li aid:pstyle="Option">Dagger (Hand, 1 weight)</li>
<li aid:pstyle="Option">staff (Close, two-handed, 1 weight)</li></ul>
<li aid:pstyle="Option">Staff (Close, two-handed, 1 weight)</li></ul>
<p aid:pstyle="NoIndent">Choose one:</p>
<ul><li aid:pstyle="Option">healing potion</li>
<li aid:pstyle="Option">three antitoxin</li></ul></div>
<ul><li aid:pstyle="Option">Healing potion</li>
<li aid:pstyle="Option">Three antitoxin</li></ul></div>
<h2>Bonds</h2>
<div id="bonds"><p aid:pstyle="NoIndent">Fill in the name of one of your companions in at least one:</p>
<p>_______________ will play an important role in the events to come. I have foreseen it!</p>
<p>_______________ is keeping an important secret from me.</p>
<p>_______________ is woefully misinformed about the world; I will teach them all that I can.</p></div>
<h2>Advanced Moves</h2>
<div id="moves"><p aid:pstyle="InstructionsAfterHeader">When you gain a level from 2-5, choose from these moves. You also add a new spell to your spellbook at each level.</p>
<div id="moves"><p aid:pstyle="InstructionsAfterHeader">When you gain a level from 2-5, choose from these moves. You also add a new spell to your spellbook at each level, as described in the Spellbook move.</p>
<h3 aid:pstyle="MoveName">Prodigy</h3>
<p aid:pstyle="NoIndent">Choose a spell. You prepare that spell as if it were one level lower.</p>
<h3 aid:pstyle="MoveName">Empowered Magic</h3>
Expand All @@ -91,10 +91,10 @@
<h3 aid:pstyle="MoveName">Arcane Ward</h3>
<p aid:pstyle="NoIndent">As long as you have at least one prepared spell, you have +2 armor.</p>
<h3 aid:pstyle="MoveName">Counterspell</h3>
<p aid:pstyle="NoIndent">When you are affected by arcane magic you may attempt to counter the spell. Stake one of your prepared spells of equal or higher level on the defense and roll+Int. On a 10+, the spell is countered and has no effect on you. On a 7-9, the spell is countered and you forget the spell you staked. If the spell has other targets they are effected as usual.</p>
<p aid:pstyle="NoIndent">When you are affected by arcane magic you may attempt to counter the spell. Stake one of your prepared spells of equal or higher level on the defense and roll+Int. On a 10+, the spell is countered and has no effect on you. On a 7-9, the spell is countered and you forget the spell you staked. If the spell has other targets they are affected as usual.</p>
<h3 aid:pstyle="MoveName">Quick Study</h3>
<p aid:pstyle="NoIndent">When you see the effects of an arcane spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers.</p>
<p aid:pstyle="Instructions">When you gain a level from 6-10, choose from these moves or the level 2-5 moves.</p>
<p aid:pstyle="Instructions">When you gain a level from 6-10, choose from these moves or the level 2-5 moves. You continue to add a new spell to your spellbook at each level, as described in the Spellbook move.</p>
<h3 aid:pstyle="MoveName">Master</h3>
<p aid:pstyle="Requirement">Requires: Prodigy</p>
<p aid:pstyle="NoIndent">Choose a spell. You prepare that spell as if it were one level lower.</p>
Expand All @@ -114,7 +114,7 @@
<p aid:pstyle="NoIndent">As long as you have at least one prepared spell, you have +4 armor.</p>
<h3 aid:pstyle="MoveName">Protective Counter</h3>
<p aid:pstyle="Requirement">Requires: Counterspell</p>
<p aid:pstyle="NoIndent">When an ally within sight of you is affected by an arcane spell, you can counter it as if it effected you. If the spell affects multiple allies you must counter for each ally separately.</p>
<p aid:pstyle="NoIndent">When an ally within sight of you is affected by an arcane spell, you can counter it as if it affected you. If the spell affects multiple allies you must counter for each ally separately.</p>
<h3 aid:pstyle="MoveName">Ethereal Tether</h3>
<p aid:pstyle="NoIndent">When you have time with a willing or helpless subject you can craft an ethereal tether with them. You perceive what they perceive and can Discern Realities about someone tethered to you or their surroundings no matter the distance. Someone willingly tethered to you can communicate with you over the tether as if you were in the room with them.</p>
<h3 aid:pstyle="MoveName">Mystical Puppet Strings</h3>
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6 changes: 3 additions & 3 deletions 10a-Wizard Spells.xml
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Expand Up @@ -32,9 +32,9 @@
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Mimic</span> Level 3</p>
<p aid:pstyle="NoIndent">You take the form of someone you touch while casting this spell. Your physical characteristics match theirs exactly but your behavior may not. This change persists until you take damage or choose to return to your own form. While this spell is ongoing, you lose access to all your wizard moves.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Mirror Image</span> Level 3 Illusion</p>
<p aid:pstyle="NoIndent">You create an illusory image of yourself. The next attack against you effects the illusory image, not you. The image then dissipates.</p>
<p aid:pstyle="NoIndent">You create an illusory image of yourself. The next attack against you affects the illusory image, not you. The image then dissipates.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Sleep</span> Level 3 Enchantment</p>
<p aid:pstyle="NoIndent">1d4 enemies you can see of the GM's choice fall asleep. Only creatures capable of sleeping are effected. They awake as normal: loud noises, jolts, pain.</p></div>
<p aid:pstyle="NoIndent">1d4 enemies you can see of the GM's choice fall asleep. Only creatures capable of sleeping are affected. They awake as normal: loud noises, jolts, pain.</p></div>
<div><h2>5th Level Spells</h2>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Cage</span> Level 5 Evocation</p>
<p aid:pstyle="NoIndent">The target is held in a cage of magical force. Nothing can get in or out of the cage. The cage remains until you cast another spell or dismiss it. While the spell is ongoing, the caged creature can hear your thoughts and you cannot leave sight of the cage.</p>
Expand Down Expand Up @@ -71,7 +71,7 @@
<p aid:pstyle="NoIndent">A cloud of fog drifts into this realm from beyond the Black Gates of Death, filling the immediate area. Whenever a creature in the area takes damage it takes an extra 1d6 damage which ignores armor. This spell persists so long as you can see the affected area, or until you dismiss it.</p></div>
<div><h2>9th Level Spells</h2>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Antipathy</span> Level 9 Enchantment</p>
<p aid:pstyle="NoIndent">Choose a target and describe a type of creature or an alignment. Creatures of the specified type or alignment cannot come within sight of the target. If a creature of the specified type does find itself within site of the target, it immediately flees. This effect continues until you leave the target's presence or you dismiss the spell. While the spell is ongoing, you take -1 to Cast a Spell.</p>
<p aid:pstyle="NoIndent">Choose a target and describe a type of creature or an alignment. Creatures of the specified type or alignment cannot come within sight of the target. If a creature of the specified type does find itself within sight of the target, it immediately flees. This effect continues until you leave the target's presence or you dismiss the spell. While the spell is ongoing, you take -1 to Cast a Spell.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Alert</span> Level 9 Divination</p>
<p aid:pstyle="NoIndent">Describe an event. The GM will tell you when that event occurs, no matter where you are or how far away the event is. If you choose, you can view the location of the event as though you were there in person. You can only have one Alert active at a time.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Soul Gem</span> Level 9</p>
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2 changes: 1 addition & 1 deletion 11-Equipment.xml
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Expand Up @@ -178,7 +178,7 @@
<p>When you hold The Burning Wheel and speak a god's name, roll+Con. On a 7+, the god you name takes notice and grants you an audience. An audience with a god is not without a price: on a 10+, you choose one of your stats and reduce it to the next lowest modifier (for example, a 14 is +1, so it would be reduced to 11, a +0). On a 7–9, the GM chooses which stat to reduce.</p>
<p>Once used, the Burning Wheel ignites and burns with brilliant light. It does not confer any protection from those flames, nor does it provide any bonus to swimming.</p>
<p aid:pstyle="MagicItem">Captain Bligh's Cornucopia <span aid:cstyle="Tags">1 Weight</span></p>
<p aid:pstyle="NoIndent">A brass naval horn, curled and ornate, carved with symbols of the gods of Plenty. Sounded, the horn spills forth not sound but food. Enough to feed a meal to everyone who hears its sound.</p>
<p aid:pstyle="NoIndent">A brass naval horn, curled and ornate, carved with symbols of the gods of Plenty. Sounded, the horn spills forth not only sound but also food. Enough to feed a meal to everyone who hears its sound.</p>
<p aid:pstyle="MagicItem">The Carcosan Spire <span aid:cstyle="Tags">Reach, Thrown, 3 Weight</span></p>
<p aid:pstyle="NoIndent">None know from whence this spear of twisted white coral comes. Those who bear it too long find their minds full of alien dreams and begin to hear the strange thoughts of the Others. None are impervious. Used against any “natural” target (men, goblins, owlbears and the like) the Spire acts as a mere mortal spear. Its true purpose is to do harm to those things whose strange natures protect them against mundane weapons. Used thus, the Spire can wound foes otherwise invulnerable to harm. The wielder will recognize these twisted foes on sight—the Spire knows its own.</p>
<p aid:pstyle="MagicItem">Cloak of Silent Stars <span aid:cstyle="Tags">1 Weight</span></p>
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