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46 changes: 23 additions & 23 deletions the_void/ancestries.json
Original file line number Diff line number Diff line change
Expand Up @@ -11,21 +11,21 @@
],
"features": [
{
"name": { "en-US": "Hard as Stone" },
"name": { "en-US": "Stoneskin" },
"description": [
{
"paragraph": {
"en-US": "After marking any number of Hit Points, you can spend 2 Hope to gain a +1 bonus to your damage thresholds that lasts until your next rest."
"en-US": "Gain a +1 bonus to your Armor Score and Damage Thresholds."
}
}
]
},
{
"name": { "en-US": "Tectonic Attack" },
"name": { "en-US": "Immoveable" },
"description": [
{
"paragraph": {
"en-US": "You can strike the ground with your weapon, erupting the earth in a cascading fissure. When you do, make a weapon attack against all targets in a line within Very Close range. Any targets you succeed against take d8 magic damage using your Proficiency and are temporarily Restrained."
"en-US": "While your feet are touching the ground, you cannot be lifted or moved against your will."
}
}
]
Expand All @@ -44,21 +44,21 @@
],
"features": [
{
"name": { "en-US": "Gust Leap" },
"name": { "en-US": "Gale Force" },
"description": [
{
"paragraph": {
"en-US": "Once per rest, you can call upon the wind to pick you up and carry you to a point you can see within Very Far range."
"en-US": "Mark a Stress to conjure a gust of wind that carries you or an ally up to Very Far range. Additionally, you can always control the speed at which you fall."
}
}
]
},
{
"name": { "en-US": "Gale Force" },
"name": { "en-US": "Eye of the Storm" },
"description": [
{
"paragraph": {
"en-US": "To conjure a wind attack, make an Instinct Roll against all targets in front of you within Very Close range. Any targets you succeed against take d6 magic damage using your Proficiency and are forced back to Far range."
"en-US": "Spend 2 Hope to grant a +1 bonus to either your or an ally's Evasion until you next take Severe damage or you use Eye of the Storm again."
}
}
]
Expand All @@ -77,21 +77,21 @@
],
"features": [
{
"name": { "en-US": "Lifespring" },
"name": { "en-US": "Amphibious" },
"description": [
{
"paragraph": {
"en-US": "Once per session, you can use a small amount of water from your surroundings to heal an ally within Melee range. When you do, clear a Hit Point from the target."
"en-US": "You can breathe and move naturally underwater."
}
}
]
},
{
"name": { "en-US": "Water Whip" },
"name": { "en-US": "Lifespring" },
"description": [
{
"paragraph": {
"en-US": "You can pull water from the environment around you to use for an attack. When you do, treat it as a Finesse Weapon with Close range that deals d6 magic damage using your Proficiency. If you are within Close range of a body of water, you can spend a Hope to give the attack Far range and deal d10 damage instead."
"en-US": "Once per rest, when you have access to a small amount of water, you can mark 2 Stress to heal a Hit Point on yourself or an ally."
}
}
]
Expand All @@ -110,21 +110,21 @@
],
"features": [
{
"name": { "en-US": "Incinerator" },
"name": { "en-US": "Fireproof" },
"description": [
{
"paragraph": {
"en-US": "Mark a Stress to light yourself Ablaze until you take Major damage or more. While Ablaze, any adversaries who end their attack in Melee range must mark a Stress."
"en-US": "You are immune to damage from magical or mundane flame."
}
}
]
},
{
"name": { "en-US": "Fireshot" },
"name": { "en-US": "Ignition" },
"description": [
{
"paragraph": {
"en-US": "You can unleash a projectile of fire towards a target within Far range. They must make a Reaction Roll against your level +10. On a failure, they take d10+5 magic damage using your Proficiency. On a success, you must mark a Stress and the GM gains a Fear."
"en-US": "Mark a Stress to wreathe your primary weapon in flame until the end of the scene. While ablaze, it gives off a bright light and grants a 1d6 bonus to damage rolls against targets within Melee range."
}
}
]
Expand All @@ -137,27 +137,27 @@
"description": [
{
"paragraph": {
"en-US": "Aetheris are humanoids who possess glowing auras and wings they can conjure at will. They are the descendants of celestials from the Hallows Above."
"en-US": "Aetheris are humanoids who possess radiant auras and glowing eyes. They are the descendants of celestials from the Hallows Above."
}
}
],
"features": [
{
"name": { "en-US": "Hallowed Soul" },
"name": { "en-US": "Hallowed Aura" },
"description": [
{
"paragraph": {
"en-US": "When you roll with Hope, instead of gaining Hope, you can instead spend a Hope to clear a Stress."
"en-US": "Once per rest, when an ally within Close range rolls with Fear, you can make it a roll with Hope instead."
}
}
]
},
{
"name": { "en-US": "Divine Wings" },
"name": { "en-US": "Divine Countenance" },
"description": [
{
"paragraph": {
"en-US": "You can call forth your Divine Wings and fly. While flying, you can mark a Stress to pick up and carry a willing creature approximately your size or smaller. While your wings are revealed you also gain advantage on rolls to command or intimidate a target."
"en-US": "You have advantage on rolls to command or persuade."
}
}
]
Expand Down Expand Up @@ -186,11 +186,11 @@
]
},
{
"name": { "en-US": "Magical Sense" },
"name": { "en-US": "True Sight" },
"description": [
{
"paragraph": {
"en-US": "You can sense the presence of magical creatures. You have advantage on rolls to track or locate creatures with magical ability."
"en-US": "You have advantage on rolls to see through illusions."
}
}
]
Expand Down
55 changes: 31 additions & 24 deletions the_void/classes.json
Original file line number Diff line number Diff line change
Expand Up @@ -13,41 +13,45 @@
"startingEvasion": 10,
"startingHitPoints": 6,
"hopeFeature": {
"name": { "en-US": "Witch's Charm" },
"description": [
{
"paragraph": {
"en-US": "When you or an ally within Far range rolls a failure, you can spend 3 Hope to change into a success with Fear instead."
"en-US": "When you or an ally within Far range rolls a failure on an action roll, you can spend 3 Hope to change it into a success with Fear instead."
}
}
]
},
"classFeatures": [
{
"name": { "en-US": "HEX" },
"name": { "en-US": "Hex" },
"description": [
{
"paragraph": {
"en-US": "When a creature causes you or an ally within Close range to mark any number of Hit Points, you can mark a Stress to Hex them. While Hexed, they gain a penalty to their damage thresholds equal to your Spellcast trait and a penalty to their Diffi culty equal to your tier. You can only have one target Hexed at a time."
"en-US": "When a creature causes you or an ally within Close range to mark any number of Hit Points, you can mark a Stress to Hex them. Action and damage rolls against a Hexed creature gain a bonus equal to your tier. This condition lasts until the GM spends a number of Fear equal to your Spellcast trait to remove it or you Hex another creature. Otherwise, remove it when the scene ends."
}
}
]
},
{
"name": { "en-US": "COMMUNE" },
"name": { "en-US": "Commune" },
"description": [
{
"paragraph": {
"en-US": "During a long rest, you can commune with an entity (an ancestor, deity, spirit, aspect of nature, etc.). Ask them a question, then roll 4d6. If any of the dice have matching values, reference the chart below for the eff ect. If there are multiple matches, you get more than one effect."
"en-US": "Once per long rest, during a moment of calm, you can commune with an ancestor, deity, nature spirit, or otherworldly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one value from the rolled results and reference the chart below for the effect:"
}
},
{
"list": [
{ "en-US": "6: You witness a relevant scene play out." },
{ "en-US": "5: You see a vision relevant to the answer." },
{ "en-US": "4: You hear sounds relevant to the answer." },
{ "en-US": "3: You feel a sensation relevant to the answer." },
{ "en-US": "2: You smell an odor relevant to the answer." },
{ "en-US": "1: You taste a flavor relevant to the answer." }
{
"en-US": "1-3: You taste a flavor, smell a scent, or feel a sensation relevant to the answer."
},
{
"en-US": "4-5: You hear sounds or see a vision relevant to the answer."
},
{
"en-US": "6: You psychically experience a scene relevant to the answer as if you were there."
}
]
}
]
Expand All @@ -72,23 +76,24 @@
"startingEvasion": 12,
"startingHitPoints": 5,
"hopeFeature": {
"name": { "en-US": "Grim Resolve" },
"description": [
{ "paragraph": { "en-US": "Spend 3 Hope to clear 2 Stress." } }
]
},
"classFeatures": [
{
"name": { "en-US": "AMBUSH" },
"name": { "en-US": "Marked for Death" },
"description": [
{
"paragraph": {
"en-US": "When you move into Melee and make a successful weapon attack, you can mark a Stress to force the target to make a reaction roll with a Difficulty equal to 10 + your level. On a failure, increase the damage of your attack by a number of d6 equal to your tier."
"en-US": "On a successful weapon attack, you can mark a Stress to make the target Marked for Death. Attacks you make against a target that's Marked for Death gain a bonus to damage equal to +1d4 per tier. You can only have one adversary Marked for Death at a time, and can't transfer or remove the condition except by defeating the target. The GM can spend a number of Fear equal to your Proficiency to remove the Marked for Death condition. Otherwise, it ends automatically when you take a rest."
}
}
]
},
{
"name": { "en-US": "GET IN & GET OUT" },
"name": { "en-US": "Get In & Get Out" },
"description": [
{
"paragraph": {
Expand All @@ -109,14 +114,15 @@
"description": [
{
"paragraph": {
"en-US": "Those who've traded their lives, or perhaps even their souls, to an otherworldly Patron in exchange for incredible power are known as Warlocks. Often, these mortals are at a point of desperation that leads them to such a sacrifice -- to protect themselves or a loved one, aid their community, seek vengeance, increase their status, or otherwise further their ambitions."
"en-US": "Those who've traded their lives, or perhaps even their souls, to an otherworldly Patron in exchange for incredible power are known as Warlocks. Often, these mortals are at a point of desperation that leads them to such a sacrifice- to protect themselves or a loved one, aid their community, seek vengeance, increase their status, or otherwise further their ambitions."
}
}
],
"domains": ["DREAD", "GRACE"],
"startingEvasion": 11,
"startingHitPoints": 5,
"hopeFeature": {
"name": { "en-US": "Patron's Boon" },
"description": [
{
"paragraph": {
Expand All @@ -127,21 +133,21 @@
},
"classFeatures": [
{
"name": { "en-US": "WARLOCK PATRON" },
"name": { "en-US": "Warlock Patron" },
"description": [
{
"paragraph": {
"en-US": "You have committed yourself to a patron (god, demon, fae, or other supernatural entity) in exchange for power. Write their name above. Then, choose their spheres of influence, at GM discretion (Nature & Mischief, Love & War, Knowledge & Shadow, etc.), record them below and set their value to +2. Anytime you increase your tier, these spheres of influence also gain a permanent +1 bonus. Before making an action roll that relates to one of your patron's spheres of influence, you can spend a Favor to call on them and add its value to the roll."
"en-US": "You have committed yourself to a patron (god, demon, fae, or other supernatural entity) in exchange for power. Write their name above. Then choose their spheres of influence, at GM discretion (Nature & Mischief, Love & War, Knowledge & Shadow, etc.), record them below, and set their values to +2. Anytime you increase your tier, these spheres of influence gain a permanent +1 bonus. Before making an action roll that relates to one of your patron's spheres of influence, you can spend a Favor to call on them and add its value to the roll."
}
}
]
},
{
"name": { "en-US": "FAVOR" },
"name": { "en-US": "Favor" },
"description": [
{
"paragraph": {
"en-US": "Start with 3 Favor. During a rest, take one of your downtime actions to tithe to your patron. When you do, gain Favor equal to your Presence. If you choose to forgo this offering, the GM instead gains a Fear."
"en-US": "Start with 3 Favor. During a rest, spend one of your downtime moves to tithe to your patron. When you do, gain Favor equal to your Presence. If you choose to forgo this offering, the GM instead gains a Fear."
}
}
]
Expand All @@ -166,17 +172,18 @@
"startingEvasion": 10,
"startingHitPoints": 6,
"hopeFeature": {
"name": { "en-US": "Staggering Strike" },
"description": [
{
"paragraph": {
"en-US": "Spend 3 Hope when you hit an adversary to also deal them a Stress and make them temporarily Staggered. While Staggered, all attack rolls they make are at disadvantage."
"en-US": "Spend 3 Hope when you succeed on an attack to temporarily Stagger your target and force them to mark a Stress. While Staggered, they have disadvantage on attack rolls."
}
}
]
},
"classFeatures": [
{
"name": { "en-US": "I AM THE WEAPON" },
"name": { "en-US": "I Am the Weapon" },
"description": [
{
"paragraph": {
Expand All @@ -185,16 +192,16 @@
},
{
"list": [
{ "en-US": "Your Evasion has a +1 bonus." },
{ "en-US": "You gain a +1 bonus to Evasion." },
{
"en-US": "Your unarmed strikes are considered a Melee weapon, use the trait of your choice, and deal d10+d6 phy damage. Both dice scale with your Proficiency."
"en-US": "Your unarmed strikes are considered a Melee weapon, use the trait of your choice, and deal d8+d6 phy damage using your Proficiency."
}
]
}
]
},
{
"name": { "en-US": "COMBO STRIKES" },
"name": { "en-US": "Combo Strikes" },
"description": [
{
"paragraph": {
Expand Down
18 changes: 9 additions & 9 deletions the_void/communities.json
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
"description": [
{
"paragraph": {
"en-US": "Being part of a duneborne community means youve made a home among the shifting sands and arid climate of the desert."
"en-US": "Being part of a duneborne community means you've made a home among the shifting sands and arid climate of the desert."
}
}
],
Expand All @@ -16,7 +16,7 @@
"description": [
{
"paragraph": {
"en-US": "Through the heat of the day and the cold of the night, you know how to take care of your people. Once per rest, during a moment of calm, you can clear a Stress on all allies within Very Close range or clear a Hit Point on all allies within Very Close range."
"en-US": "During a short rest, you or an ally can reroll a die used for a downtime action."
}
}
]
Expand All @@ -40,7 +40,7 @@
"description": [
{
"paragraph": {
"en-US": "When you Help An Ally, you can instead spend 2 Hope to make the advantage die a d10 instead of a d6."
"en-US": "Once per long rest, you can spend any number of Hope to give an ally the same number of Hope."
}
}
]
Expand All @@ -64,7 +64,7 @@
"description": [
{
"paragraph": {
"en-US": "Once per session, when you make an action roll with Fear, you can instead change it to a roll with Hope."
"en-US": "Once per session, when you make an action roll with Fear, you can change it to a roll with Hope instead."
}
}
]
Expand All @@ -88,12 +88,12 @@
"description": [
{
"paragraph": {
"en-US": "Once per session, you can spend a Hope to use an allys community ability. When you do, your ally gains a Hope."
"en-US": "Once per session, you can spend a Hope to use an ally's community ability. When you do, your ally gains a Hope."
}
},
{
"paragraph": {
"en-US": "At any point, when youve discovered the community you were once a part of, or have joined a new community, you can permanently trade this community card for that one instead."
"en-US": "At any point, when you've discovered the community you were once a part of, or have joined a new community, you can permanently trade this community card for that one instead."
}
}
]
Expand All @@ -113,11 +113,11 @@
"personalities": [],
"features": [
{
"name": { "en-US": "Long Winter" },
"name": { "en-US": "Hardy" },
"description": [
{
"paragraph": {
"en-US": "You know how to make resources last. Once per long rest, when you choose to Repair All Armor, you can also repair an ally’s armor up to half their Base Armor Score."
"en-US": "Once per rest, you can Help an Ally traverse difficult terrain without spending a Hope."
}
}
]
Expand All @@ -141,7 +141,7 @@
"description": [
{
"paragraph": {
"en-US": "Once per rest you can mark 2 Stress instead of an Armor Slot to reduce incoming damage by one threshold."
"en-US": "Once per session, when an attack would cause you to mark a Stress, you can spend a Hope instead."
}
}
]
Expand Down
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