a little less messy now, Salt'n'Tar looks good, use Keeps!
|
Before Width: | Height: | Size: 41 KiB |
|
Before Width: | Height: | Size: 55 KiB |
@@ -1,11 +1,11 @@
|
||||
SRC=macros cover forward crown abenteuer class report minigame ausblick
|
||||
SRC=macros cover forward crown class report minigame abenteuer ausblick
|
||||
|
||||
all: Grenzland3.pdf Cover.pdf
|
||||
all: Grenzland3.pdf Cover.pdf img
|
||||
|
||||
img: Makefile
|
||||
make -C img all
|
||||
|
||||
Grenzland3.pdf: ${SRC} img Makefile
|
||||
Grenzland3.pdf: ${SRC} Makefile
|
||||
groff -ms -mde -e -t -p -Tpdf -Kutf8 -dpaper=a5 -P -pA5 ${SRC} > $@
|
||||
|
||||
Cover.pdf: Cover.svg Makefile
|
||||
|
||||
@@ -3,16 +3,6 @@ Save the Date!
|
||||
.PP
|
||||
Check out dates for online games on \fC#next-games\fP on our Discord Server. If you haven't been there yet, here's your invite: \fChttps://discord.gg/PqH7xaK\fP
|
||||
.ad l
|
||||
.MONT Januar
|
||||
.DATE "19.01.2024" "Grenzland-Kampagne" "19:00 bis 23:00"
|
||||
.MONT Februar
|
||||
.DATE "16.02.2024" "Grenzland-Kampagne" "19:00 bis 23:00"
|
||||
.MONT März
|
||||
.DATE "01.03. - 03.03.2024" "AdventureCon" "Kulturhaus Eidelstedt, Alte Elbgaustraße 12, 22523 Hamburg" "https://www.sdnv.de/index.php?adventure-con/"
|
||||
.DATE "15.03.2024" "Grenzland-Kampagne" "19:00 bis 23:00"
|
||||
.DATE "16.03. - 23.03.2024" "Gratisrollenspieltage" "am 16.03. lädt das Würfel & Zucker in Hamburg Eilbek ein, Eilbeker Weg 39, 22089 Hamburg, 11:00 bis 23:00!" "https://www.gratisrollenspieltag.de/"
|
||||
.MONT April
|
||||
.DATE "19.04.2024" "Grenzland-Kampagne" "19:00 bis 23:00, Finale der 7. Spielzeit"
|
||||
.MONT Juni
|
||||
.DATE "14.06. - 16.06.2024" "NordCon" "Brüder Grimm Schule, Steinadlerweg 26, 22119 Hamburg" "https://www.nordcon.de/"
|
||||
.MONT September
|
||||
@@ -26,7 +16,7 @@ Check out dates for online games on \fC#next-games\fP on our Discord Server. If
|
||||
.PP
|
||||
Online-Spiele werden im Kanal \fC#next-games\fP auf dem Grenzland Discord-Server ausgeschrieben. Falls Du dort noch nie warst, folge diesem Link: \fChttps://discord.gg/PqH7xaK\fP
|
||||
.PP
|
||||
Voraussichtliche Termine der Grenzlandkampagne für 2025: 10.01., 21.02., 21.03., 14.04. Die übliche Zeit für die Grenzlandkampange ist dritter Freitag in jedem Monat mit "R", 19:00 bis 23:00.
|
||||
Voraussichtliche Termine der Grenzlandkampagne für 2025: 10.01., 21.02., 21.03., 14.04. Die übliche Zeit für die Grenzlandkampange ist \fBdritter Freitag in jedem Monat mit "R", 19:00 bis 23:00\f.
|
||||
.ad b
|
||||
.H1
|
||||
Ausblick
|
||||
|
||||
130
issue03/class
@@ -1,8 +1,14 @@
|
||||
.H1
|
||||
The Anointed of Abyssal Slaughter (NPC class)
|
||||
.\" vim: filetype=groff nu relativenumber
|
||||
.1C
|
||||
.H1
|
||||
The Anointed of
|
||||
Abyssal Slaughter
|
||||
.sp 0.2cm
|
||||
.PP
|
||||
.ft NI
|
||||
Thence came the dread pirate Stinkebarter, who had been making the shipping
|
||||
Thence came the dread pirate
|
||||
.I Stinkebarter ,
|
||||
who had been making the shipping
|
||||
lanes in this part of the world unsafe for close to a century. Like ravenous
|
||||
beasts these monsters threw themselves at their victims. They stank of the sea,
|
||||
their skins were full of scales, and their beards were mottled with seaweed and
|
||||
@@ -11,8 +17,14 @@ anyone in their path and threw their bodies to the sharks. That was the way of
|
||||
the pirates that had laired in those islands for generations. Some said they
|
||||
were the cursed of the sea.
|
||||
.ft
|
||||
- from the anonymous (and justifiably forgotten) novel Scourge of the Sea
|
||||
Beasts
|
||||
|
||||
.ad r
|
||||
\[em] from the anonymous (and justifiably forgotten) novel Scourge of the Sea
|
||||
Beasts
|
||||
|
||||
.sp -.4cm
|
||||
.ad b
|
||||
.2C
|
||||
.PP
|
||||
In the depths there are things sleeping for untold aeons. Occasionally one of
|
||||
them reaches up from the darkest reaches and touches the existence of the light
|
||||
@@ -49,7 +61,7 @@ gods of the sea. And of course they are only half-wrong.
|
||||
if intelligent beings are killed and given to the sea in one of
|
||||
the holy places of the Coelacanth god, they are counted as sacrifices. The ways
|
||||
of the god are unknownable, but in general about 1000 unintelligent beings, 100
|
||||
intelligent ones, or 10 Anointed of the Coelacanth god1 will be enough to grant
|
||||
intelligent ones, or 10 Anointed of the Coelacanth god will be enough to grant
|
||||
the Blessing of Form. It does not matter if they are killed in the water or
|
||||
outside, as long as their fresh blood and meat ends as a feast for the ocean
|
||||
dwellers.
|
||||
@@ -72,18 +84,28 @@ soul to a demon or other being is a surefire way though, so there's that. The
|
||||
blessing of form also grants the character an unnaturally long life-span,
|
||||
however useful that is. Most afflicted disappear after a few years, some hold
|
||||
on for a few hundred years, but ultimately most disappear into the waves.
|
||||
(mechanically their lifespan increases to natural lifespan * level of Anointed)
|
||||
(mechanically their lifespan increases to
|
||||
.I "natural lifespan"
|
||||
\[mu]
|
||||
.I "level of Anointed" ).
|
||||
.PP
|
||||
Saving Throws
|
||||
Level XP HD THAC0 D W P B S
|
||||
1 0 1d6 19 [0] 11 12 14 16 15
|
||||
2 2000 2d6 19 [0] 11 12 14 16 15
|
||||
3 4000 3d6 19 [0] 11 12 14 16 15
|
||||
4 8000 4d6 19 [0] 11 12 14 16 15
|
||||
5 16,000 5d6 17 [+2] 9 10 12 14 12
|
||||
6 30,000 6d6 17 [+2] 9 10 12 14 12
|
||||
7 60,000 7d6 17 [+2] 9 10 12 14 12
|
||||
8 120,000 8d6 17 [+2] 9 10 12 14 12
|
||||
.1C
|
||||
.TS
|
||||
center;
|
||||
llllcissss
|
||||
licicilililililili
|
||||
lrccccccc.
|
||||
Saving Throws
|
||||
Level XP HD THAC0 D W P B S
|
||||
1 0 1d6 19 [0] 11 12 14 16 15
|
||||
2 2000 2d6 19 [0] 11 12 14 16 15
|
||||
3 4000 3d6 19 [0] 11 12 14 16 15
|
||||
4 8000 4d6 19 [0] 11 12 14 16 15
|
||||
5 16,000 5d6 17 [+2] 9 10 12 14 12
|
||||
6 30,000 6d6 17 [+2] 9 10 12 14 12
|
||||
7 60,000 7d6 17 [+2] 9 10 12 14 12
|
||||
8 120,000 8d6 17 [+2] 9 10 12 14 12
|
||||
.TE
|
||||
.LP
|
||||
Every level roll 1 ability of Coelacanth form, also following changes
|
||||
.IP "Level 1:"
|
||||
@@ -94,46 +116,68 @@ cannot enter dry land anymore (100 paces past the shore)
|
||||
needs to spend half of time breathing water
|
||||
.IP "Level 8:"
|
||||
cannot breathe air anymore, unavoidable urge to travel to Coelacanth god
|
||||
.2C
|
||||
.PP
|
||||
Every level past the first a character has to make a saving roll against
|
||||
Spells or be drawn to the next holy site of the Coelacanth god. (if not yet
|
||||
Spells or be drawn to the next holy site of the Coelacanth god. If not yet
|
||||
they will become an NPC and spend the rest of their time in the vicinity
|
||||
"guarding" the non-existent site. Most of the rare Anointed are just living
|
||||
there as hermits, only going out for hunting, some of the larger sites have
|
||||
small villages or the equivalent to monasteries of these blood-thirsty
|
||||
hermits, others might be more enterprising (raiding the surrounding
|
||||
settlements and trade routes as pirates).
|
||||
hermits, others might be more enterprising \[em] raiding the surrounding
|
||||
settlements and trade routes as pirates.
|
||||
.PP
|
||||
At level 8 they are drawn to the depths where the Coelacanth god dwells. This
|
||||
is an ancient, near-ruined city of the elder adherents of the god, and there
|
||||
they are matched against other Anointed ones until they either die a
|
||||
sacrifice, or gain the right to challenge the god himself. What happens if
|
||||
they kill the god is not quite clear. It might be this already has happened.
|
||||
|
||||
|
||||
Traits of Form (1d8)
|
||||
1. Silvery Scales AC +1
|
||||
2. Bulbous Eyes Cha -1, darksight if underwater
|
||||
3. Pointy Teeth Bite 1d6 damage
|
||||
4. Extra Fins - Double Swim Speed (when undressed)
|
||||
5. Webbed hands Swimming speed like land movement
|
||||
6. Unhinged Jaw
|
||||
7. Aquatic Predator Smell Cha -1 (except for cats)
|
||||
8. Hollow Spine: +1 attack if in water
|
||||
|
||||
.KS
|
||||
.H2
|
||||
Traits of Form (1d8)
|
||||
.IP 1. 3
|
||||
Silvery Scales AC +1
|
||||
.IP 2. 3
|
||||
Bulbous Eyes Cha -1, darksight if underwater
|
||||
.IP 3. 3
|
||||
Pointy Teeth Bite 1d6 damage
|
||||
.IP 4. 3
|
||||
Extra Fins - Double Swim Speed (when undressed)
|
||||
.IP 5. 3
|
||||
Webbed hands Swimming speed like land movement
|
||||
.IP 6. 3
|
||||
Unhinged Jaw
|
||||
.IP 7. 3
|
||||
Aquatic Predator Smell Cha -1 (except for cats)
|
||||
.IP 8. 3
|
||||
Hollow Spine: +1 attack if in water
|
||||
.KE
|
||||
.KS
|
||||
.H2
|
||||
Quests of the Abyssal Slaughter God (1d10)
|
||||
1. Destroy shrine of other religion
|
||||
2. Destroy heretics of the Slaughter God
|
||||
3. Slaughter criminals
|
||||
4. Slaughter innocents
|
||||
5. Feast on raw meat
|
||||
6. Slaughter land dwellers
|
||||
7. Slaughter sea dwellers
|
||||
8. Slaughter air dwellers
|
||||
9. Challenge other Anointed
|
||||
10. Challenge higher level Anointed
|
||||
|
||||
.IP 1. 3
|
||||
Destroy shrine of other religion
|
||||
.IP 2. 3
|
||||
Destroy heretics of the Slaughter God
|
||||
.IP 3. 3
|
||||
Slaughter criminals
|
||||
.IP 4. 3
|
||||
Slaughter innocents
|
||||
.IP 5. 3
|
||||
Feast on raw meat
|
||||
.IP 6. 3
|
||||
Slaughter land dwellers
|
||||
.IP 7. 3
|
||||
Slaughter sea dwellers
|
||||
.IP 8. 3
|
||||
Slaughter air dwellers
|
||||
.IP 9. 3
|
||||
Challenge other Anointed
|
||||
.IP 10. 5
|
||||
Challenge higher level Anointed
|
||||
.KE
|
||||
.PP
|
||||
.ne 999
|
||||
Note: I recently have come to reevaluate NPC classes as a useful concept. My
|
||||
main idea is to see them as the equivalent for specific monsters, but in
|
||||
social settings. The idea of the Anointed is similar to the presentation of
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
.\" vim: filetype=groff nu relativenumber
|
||||
.rs
|
||||
.fam BM
|
||||
.ll 12.8c
|
||||
@@ -14,7 +15,7 @@ Grenzland
|
||||
.ft BMR
|
||||
.nf
|
||||
.ta 6.8cC 12.8cR
|
||||
No. 3 Worse Things Happen at Sea Jan 2024
|
||||
No. 3 Worse Things Happen at Sea Apr 2024
|
||||
.sp
|
||||
.ta 12.8cR
|
||||
.\" let's have a macro for table of contents items
|
||||
@@ -23,14 +24,12 @@ No. 3 Worse Things Happen at Sea Jan 2024
|
||||
\fI\\$3\fP
|
||||
..
|
||||
.CI "Editorial" "1"
|
||||
.CI "Eingekerkert" "3" "Ein Piratenabenteuer für Stufe 1-3"
|
||||
.CI "The Crown of Neptune" "x" "A One-Page Dungeon for High-Level Characters"
|
||||
.CI "Jolly Roger" "x" "A timetested battlemap for on board swashbuckling"
|
||||
.CI "Salt'n'Tar" "x" "Rules for sailed movement on the tabletop"
|
||||
.CI "Drachenschildkröten" "x" "Ein Spielbericht aus der Grenzlandkampagne"
|
||||
.CI "Feedback" "x"
|
||||
.CI "Save the Date!" "x"
|
||||
.CI "Ausblick" "x"
|
||||
.CI "The Crown of Neptune" "3" "A One-Page Dungeon for High-Level Characters"
|
||||
.CI "The Anointed of Abyssal Slaughter" "7" "An NPC Class"
|
||||
.CI "Schiffbruch" "11" "Ein Spielbericht aus der Grenzlandkampagne"
|
||||
.CI "Salt'n'Tar" "13" "Rules for sailed movement on the tabletop"
|
||||
.CI "Eingekerkert" "23" "Ein Piratenabenteuer für Stufe 1-3"
|
||||
.CI "Save the Date!" "28"
|
||||
.CI "Ausblick" "29"
|
||||
.fi
|
||||
.ad b
|
||||
.2C
|
||||
|
||||
@@ -24,3 +24,4 @@ Encounters
|
||||
|
||||
\X'pdf: pdfpic img/treasure.pdf -L 12.8c
|
||||
|
||||
.bp
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
.\" vim: filetype=groff nu relativenumber
|
||||
.H1
|
||||
Editorial
|
||||
.sp -.6c
|
||||
.2C
|
||||
.PP
|
||||
Hurra, die dritte Ausgabe des Grenzland ist da. Kürzlich schickte mir
|
||||
.I phf
|
||||
|
||||
|
Before Width: | Height: | Size: 172 KiB After Width: | Height: | Size: 172 KiB |
|
Before Width: | Height: | Size: 118 KiB After Width: | Height: | Size: 118 KiB |
|
Before Width: | Height: | Size: 192 KiB After Width: | Height: | Size: 192 KiB |
|
Before Width: | Height: | Size: 218 KiB After Width: | Height: | Size: 218 KiB |
|
Before Width: | Height: | Size: 118 KiB After Width: | Height: | Size: 118 KiB |
@@ -1,4 +1,4 @@
|
||||
PDF=caves.pdf dungeon.pdf encounters1.pdf encounters2.pdf npc.pdf pointcrawl.pdf title.pdf treasure.pdf map.pdf
|
||||
PDF=caves.pdf dungeon.pdf encounters1.pdf encounters2.pdf npc.pdf pointcrawl.pdf title.pdf treasure.pdf map.pdf Carrack.pdf Cog.pdf Cutter.pdf Galleon.pdf Longship.pdf Schooner.pdf Trireme.pdf movemnt6pt.pdf movemnt8pt.pdf
|
||||
|
||||
all: ${PDF}
|
||||
|
||||
@@ -8,6 +8,9 @@ all: ${PDF}
|
||||
%.pdf: %.dot
|
||||
dot -Tpdf $< > $@
|
||||
|
||||
%.pdf: %.jpg
|
||||
convert $< $@
|
||||
|
||||
%.pdf: %.png
|
||||
convert $< $@
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 134 KiB After Width: | Height: | Size: 134 KiB |
|
Before Width: | Height: | Size: 38 KiB After Width: | Height: | Size: 38 KiB |
@@ -2,12 +2,12 @@
|
||||
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|
||||
|
||||
<svg
|
||||
width="148mm"
|
||||
height="210mm"
|
||||
viewBox="0 0 148 210"
|
||||
width="121.29549mm"
|
||||
height="56.010151mm"
|
||||
viewBox="0 0 121.29549 56.010151"
|
||||
version="1.1"
|
||||
id="svg5"
|
||||
inkscape:version="1.2.2 (b0a8486541, 2022-12-01)"
|
||||
inkscape:version="1.3.2 (091e20ef0f, 2023-11-25, custom)"
|
||||
sodipodi:docname="movemnt6pt.svg"
|
||||
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
|
||||
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
|
||||
@@ -75,7 +75,8 @@
|
||||
helper_size="0"
|
||||
apply_no_weight="true"
|
||||
apply_with_weight="true"
|
||||
only_selected="false" />
|
||||
only_selected="false"
|
||||
uniform="false" />
|
||||
<marker
|
||||
style="overflow:visible"
|
||||
id="marker1237"
|
||||
@@ -124,7 +125,8 @@
|
||||
helper_size="0"
|
||||
apply_no_weight="true"
|
||||
apply_with_weight="true"
|
||||
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||||
only_selected="false"
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||||
uniform="false" />
|
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<inkscape:path-effect
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effect="bspline"
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|
||||
@@ -135,7 +137,8 @@
|
||||
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|
||||
apply_no_weight="true"
|
||||
apply_with_weight="true"
|
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only_selected="false" />
|
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only_selected="false"
|
||||
uniform="false" />
|
||||
<inkscape:path-effect
|
||||
effect="bspline"
|
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id="path-effect454"
|
||||
@@ -146,7 +149,8 @@
|
||||
helper_size="0"
|
||||
apply_no_weight="true"
|
||||
apply_with_weight="true"
|
||||
only_selected="false" />
|
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only_selected="false"
|
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uniform="false" />
|
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<inkscape:path-effect
|
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effect="bspline"
|
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id="path-effect342"
|
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@@ -157,7 +161,8 @@
|
||||
helper_size="0"
|
||||
apply_no_weight="true"
|
||||
apply_with_weight="true"
|
||||
only_selected="false" />
|
||||
only_selected="false"
|
||||
uniform="false" />
|
||||
<inkscape:path-effect
|
||||
effect="bspline"
|
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id="path-effect242"
|
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@@ -168,7 +173,8 @@
|
||||
helper_size="0"
|
||||
apply_no_weight="true"
|
||||
apply_with_weight="true"
|
||||
only_selected="false" />
|
||||
only_selected="false"
|
||||
uniform="false" />
|
||||
<marker
|
||||
style="overflow:visible"
|
||||
id="Arrow2-3"
|
||||
@@ -217,7 +223,8 @@
|
||||
helper_size="0"
|
||||
apply_no_weight="true"
|
||||
apply_with_weight="true"
|
||||
only_selected="false" />
|
||||
only_selected="false"
|
||||
uniform="false" />
|
||||
<marker
|
||||
style="overflow:visible"
|
||||
id="Arrow2-3-6"
|
||||
@@ -266,7 +273,8 @@
|
||||
helper_size="0"
|
||||
apply_no_weight="true"
|
||||
apply_with_weight="true"
|
||||
only_selected="false" />
|
||||
only_selected="false"
|
||||
uniform="false" />
|
||||
<marker
|
||||
style="overflow:visible"
|
||||
id="Tail-0"
|
||||
@@ -315,7 +323,8 @@
|
||||
helper_size="0"
|
||||
apply_no_weight="true"
|
||||
apply_with_weight="true"
|
||||
only_selected="false" />
|
||||
only_selected="false"
|
||||
uniform="false" />
|
||||
<marker
|
||||
style="overflow:visible"
|
||||
id="Tail-2"
|
||||
@@ -364,7 +373,8 @@
|
||||
helper_size="0"
|
||||
apply_no_weight="true"
|
||||
apply_with_weight="true"
|
||||
only_selected="false" />
|
||||
only_selected="false"
|
||||
uniform="false" />
|
||||
<marker
|
||||
style="overflow:visible"
|
||||
id="Tail-20"
|
||||
@@ -413,12 +423,14 @@
|
||||
helper_size="0"
|
||||
apply_no_weight="true"
|
||||
apply_with_weight="true"
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@@ -15,12 +15,13 @@
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..
|
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.\" Major section header
|
||||
.de H1
|
||||
.sp 3
|
||||
.ne 20
|
||||
.\".sp 3
|
||||
.1C
|
||||
.ne 10
|
||||
.ft NB
|
||||
.ps 22
|
||||
.vs 26
|
||||
.ce
|
||||
.ce 2
|
||||
..
|
||||
.\" Secondary section header
|
||||
.de H2
|
||||
@@ -32,8 +33,8 @@
|
||||
.B "\\$1"
|
||||
..
|
||||
.de Au
|
||||
\[em]
|
||||
.I "\\$1"
|
||||
.ta 6.2cR
|
||||
\[em] \fI\\$1\f
|
||||
..
|
||||
.de BS
|
||||
.B1
|
||||
|
||||
228
issue03/minigame
@@ -8,6 +8,7 @@ These rules for sailed movement on gaming tables are inspired by the
|
||||
Numbers are adjusted to work well with the
|
||||
original fantasy role-playing games of the 1970's: speed is always given
|
||||
in tabletop inches (").
|
||||
.KS
|
||||
.H2
|
||||
Initial Wind strength and direction
|
||||
.PP
|
||||
@@ -15,49 +16,34 @@ On a playing surface without a grid, or a square grid, use 8 points of
|
||||
wind directions:
|
||||
.TS
|
||||
center;
|
||||
cblb
|
||||
cl.
|
||||
1d8 Wind Direction
|
||||
1 North
|
||||
2 Northeast
|
||||
3 East
|
||||
4 Southeast
|
||||
5 South
|
||||
6 Southwest
|
||||
7 West
|
||||
8 Northwest
|
||||
cblbcblb
|
||||
clcl.
|
||||
1d8 Wind Direction 1d8 Wind Direction
|
||||
1 North 5 South
|
||||
2 Northeast 6 Southeast
|
||||
3 East 7 West
|
||||
4 Southeast 8 Northwest
|
||||
.TE
|
||||
.PP
|
||||
on a hexagonal grid, use 6 points of wind directions, if hexagons are
|
||||
aligned vertically:
|
||||
on a hexagonal grid, use 6 points of wind directions:
|
||||
.TS
|
||||
center;
|
||||
cblb
|
||||
cl.
|
||||
1d6 Wind Direction
|
||||
1 North
|
||||
2 Northeast
|
||||
3 Southeast
|
||||
4 South
|
||||
5 Southwest
|
||||
6 Northwest
|
||||
.TE
|
||||
.PP
|
||||
or, if hexagons are aligned horizontally:
|
||||
.TS
|
||||
center;
|
||||
cblb
|
||||
cl.
|
||||
1d6 Wind Direction
|
||||
1 Northwest
|
||||
2 Northeast
|
||||
3 East
|
||||
4 Southeast
|
||||
5 Southwest
|
||||
6 West
|
||||
ciscis
|
||||
cblbcblb
|
||||
clcl.
|
||||
vertical hexes horizontal hexes
|
||||
1d6 Wind Direction 1d6 Wind direction
|
||||
1 North 1 Northwest
|
||||
2 Northeast 2 Northeast
|
||||
3 Southeast 3 East
|
||||
4 South 4 Southeast
|
||||
5 Southwest 5 Southwest
|
||||
6 Northwest 6 West
|
||||
.TE
|
||||
.PP
|
||||
Thus, the initial Wind Direction may be diced for with a d6 or d8.
|
||||
.KE
|
||||
.KS
|
||||
.PP
|
||||
The initial Wind Speed may be determined by rolling on this table:
|
||||
.PP
|
||||
@@ -73,156 +59,188 @@ cl.
|
||||
5 & Wind Speed = 3 (strong breeze)
|
||||
6 & Wind Speed = 3
|
||||
.TE
|
||||
.KE
|
||||
.KS
|
||||
.H2
|
||||
Movement
|
||||
.PP
|
||||
Various ship types have different
|
||||
.I "Speed Factors"
|
||||
depending on their bearing toward the wind.
|
||||
Each ships speed in tabletop inches is then derived by multiplying
|
||||
Wind Speed (WS) and Speed Factor (SF):
|
||||
.EQ
|
||||
Mv = WS \[mu] BN
|
||||
.EN
|
||||
.KE
|
||||
.KS
|
||||
.PP
|
||||
Bearings in the 8 point wind system:
|
||||
.sp 0
|
||||
\X'pdf: pdfpic img/movemnt8pt.pdf -C 9c 0 12.8c
|
||||
.KE
|
||||
.KS
|
||||
.sp 5.2c
|
||||
.PP
|
||||
Bearings in the 6 point wind system:
|
||||
.sp 0
|
||||
\X'pdf: pdfpic img/movemnt6pt.pdf -C 11.5c 0 12.8c
|
||||
.sp 5.2c
|
||||
.KE
|
||||
.PP
|
||||
When moving ships may normally change direction by one point per turn.
|
||||
Changing direction by two points per turn is dangerous and causes Strain
|
||||
(see below).
|
||||
.H2
|
||||
Ship types
|
||||
.KS
|
||||
.H3 "Large Galley"
|
||||
A Trireme or Quadrireme, ships with three to four rowing benches and
|
||||
probably more then one lateen rigged mast:
|
||||
.\".\"\smallmap{img/Trireme.jpg"
|
||||
one or more masts, lateen or square rigged:
|
||||
.TS
|
||||
center,tab(&);
|
||||
cbcb
|
||||
cl.
|
||||
Bearing & Bearing Number (BN)
|
||||
cc.
|
||||
Bearing & Speed Factor (SF)
|
||||
Running & 9
|
||||
Broad Reaching & 10
|
||||
Quarter Reaching & 8
|
||||
Beating & 3
|
||||
Luffing & 1 (backwards)
|
||||
Luffing & -1 (backwards)
|
||||
.TE
|
||||
|
||||
.KE
|
||||
.sp 0
|
||||
\X'pdf: pdfpic img/Trireme.pdf -C 11c 0 12.8c
|
||||
.sp 6c
|
||||
.KS
|
||||
.H3 "Small Galley"
|
||||
A Bireme or smaller, ships with one or two rowing benches and a single
|
||||
lateen rigged mast.
|
||||
.TS
|
||||
center,tab(&);
|
||||
cbcb
|
||||
cl.
|
||||
Bearing & Bearing Number (BN)
|
||||
cc.
|
||||
Bearing & Speed Factor (SF)
|
||||
Running & 8
|
||||
Broad Reaching & 9
|
||||
Quarter Reaching & 7
|
||||
Beating & 2
|
||||
Luffing & 1 (backwards)
|
||||
Luffing & -1 (backwards)
|
||||
.TE
|
||||
|
||||
.KE
|
||||
.KS
|
||||
.H3 "Viking Longship"
|
||||
A fast square rigged sailer, one mast:
|
||||
.\"\smallmap{img/Longship.png"
|
||||
.sp -0.4c
|
||||
\X'pdf: pdfpic img/Longship.pdf -C 8c 0 12.8c
|
||||
.sp 4.5c
|
||||
.TS
|
||||
center,tab(&);
|
||||
cbcb
|
||||
cl.
|
||||
Bearing & Bearing Number (BN)
|
||||
cc.
|
||||
Bearing & Speed Factor (SF)
|
||||
Running & 11
|
||||
Broad Reaching & 12
|
||||
Quarter Reaching & 9
|
||||
Beating & 4
|
||||
Backing & 2 (backwards)
|
||||
Backing & -2 (backwards)
|
||||
.TE
|
||||
|
||||
.KE
|
||||
.KS
|
||||
.H3 "Large Merchant"
|
||||
A square rigged trading vessel with full lines and two to three masts. A
|
||||
Hulk, Carrack or Caravel.
|
||||
|
||||
.\"\smallmap{img/Galleon.png"
|
||||
|
||||
.sp 0
|
||||
\X'pdf: pdfpic img/Galleon.pdf -C 7c 0 12.8c
|
||||
.sp 5.9c
|
||||
.TS
|
||||
center,tab(&);
|
||||
cbcb
|
||||
cl.
|
||||
Bearing & Bearing Number (BN)
|
||||
cc.
|
||||
Bearing & Speed Factor (SF)
|
||||
Running & 9
|
||||
Broad Reaching & 10
|
||||
Quarter Reaching & 8
|
||||
Beating & 3
|
||||
Backing & 1 (backwards)
|
||||
Backing & -1 (backwards)
|
||||
.TE
|
||||
|
||||
.KE
|
||||
.KS
|
||||
.H3 "Small Merchant"
|
||||
A small trading vessel with full lines, and usually just one mast. A
|
||||
Cog.
|
||||
.\"\smallmap{img/Cog.jpg"
|
||||
Bearing & Bearing Number (BN)
|
||||
.sp -0.4c
|
||||
\X'pdf: pdfpic img/Cog.pdf -C 4.5c 0 12.8c
|
||||
.sp 4c
|
||||
.TS
|
||||
center,tab(&);
|
||||
cbcb
|
||||
cc.
|
||||
Bearing & Speed Factor (SF)
|
||||
Running & 8
|
||||
Broad Reaching & 9
|
||||
Quarter Reaching & 7
|
||||
Beating & 3
|
||||
Backing & 1 (backwards)
|
||||
Backing & -1 (backwards)
|
||||
.TE
|
||||
|
||||
.KE
|
||||
.KS
|
||||
.H3 "Sailed Warship"
|
||||
A Galleon or Man-'o-War, a massive ship with three or four masts, the
|
||||
fore- and mainmast are always square rigged. One or more gun decks or at
|
||||
least multiple catapults.
|
||||
|
||||
.\"\smallmap{img/Carrack.png"
|
||||
|
||||
.sp -0.5c
|
||||
\X'pdf: pdfpic img/Carrack.pdf -C 9.5c 0 12.8c
|
||||
.sp 13c
|
||||
.TS
|
||||
center,tab(&);
|
||||
cbcb
|
||||
cl.
|
||||
Bearing & Bearing Number (BN)
|
||||
cc.
|
||||
Bearing & Speed Factor (SF)
|
||||
Running & 10
|
||||
Broad Reaching & 11
|
||||
Quarter Reaching & 10
|
||||
Beating & 4
|
||||
Backing & 1 (backwards)
|
||||
Backing & -1 (backwards)
|
||||
.TE
|
||||
|
||||
.KE
|
||||
.KS
|
||||
.H3 "Cutter"
|
||||
A fore-n-aft rigged single masted boat.
|
||||
.\"\smallmap{img/Cutter.jpg"
|
||||
.TS
|
||||
center,tab(&);
|
||||
cbcb
|
||||
cl.
|
||||
Bearing & Bearing Number (BN)
|
||||
cc.
|
||||
Bearing & Speed Factor (SF)
|
||||
Running & 6
|
||||
Broad Reaching & 8
|
||||
Quarter Reaching & 7
|
||||
Beating & 5
|
||||
Luffing & 1 (backwards)
|
||||
Luffing & -1 (backwards)
|
||||
.TE
|
||||
|
||||
.sp -0.3c
|
||||
\X'pdf: pdfpic img/Cutter.pdf -C 5.5c 0 12.8c
|
||||
.sp 5c
|
||||
.KE
|
||||
.KS
|
||||
.H3 "Schooner"
|
||||
A fore-n-aft rigged boat with two or more masts. The foremast may have
|
||||
square sails.
|
||||
.\"\smallmap{img/Schooner.jpg"
|
||||
.sp 0
|
||||
\X'pdf: pdfpic img/Schooner.pdf -C 7c 0 12.8c
|
||||
.sp 5c
|
||||
.TS
|
||||
center,tab(&);
|
||||
cbcb
|
||||
cl.
|
||||
Bearing & Bearing Number (BN)
|
||||
cc.
|
||||
Bearing & Speed Factor (SF)
|
||||
Running & 10
|
||||
Broad Reaching & 12
|
||||
Quarter Reaching & 11
|
||||
Beating & 8
|
||||
Luffing & 1 (backwards)
|
||||
Luffing & -1 (backwards)
|
||||
.TE
|
||||
|
||||
.H2
|
||||
Movement
|
||||
.PP
|
||||
Each ships speed in tabletop inches is derived by multiplying Wind Speed
|
||||
(WS) and Bearing Number (BN). The latter refers to each ships bearing
|
||||
relative to the direction of the wind:
|
||||
.EQ
|
||||
Mv = WS \[mu] BN
|
||||
.EN
|
||||
Bearings in the 8 point wind system:
|
||||
|
||||
.\"\smallmap{img/movemnt8pt.png"
|
||||
|
||||
Bearings in the 6 point wind system:
|
||||
|
||||
.\"\smallmap{img/movemnt6pt.png"
|
||||
|
||||
When moving ships may normally change direction by one point per turn.
|
||||
Changing direction by two points per turn is dangerous and causes Strain
|
||||
(see below).
|
||||
|
||||
|
||||
.KE
|
||||
.H3 "Examples"
|
||||
At Wind Speed 2 a quarter reaching small galley would sail at speed 14''
|
||||
per round.
|
||||
@@ -235,6 +253,7 @@ more then 12'', while the fore-n-aft rigged Schooner would race to
|
||||
windward making 24''.
|
||||
.H2
|
||||
Playing the Game
|
||||
.KS
|
||||
.H3 "Game Turn when Racing and Chasing"
|
||||
.IP 1. 3
|
||||
One player or the referee rolls a d6 to determine wind speed and
|
||||
@@ -249,6 +268,8 @@ Both sides move their full move according to the movement rules,
|
||||
possibly changing direction by one point.
|
||||
.IP 5. 3
|
||||
Next turn starts at 1.
|
||||
.KE
|
||||
.KS
|
||||
.H3 "Game Turn in Naval Combat"
|
||||
.IP 1. 3
|
||||
One player or the referee does the Wind Roll.
|
||||
@@ -275,6 +296,7 @@ Roll for ramming, boarding and any kind of other actions allowed by
|
||||
the combat system being used.
|
||||
.IP 9. 3
|
||||
Next turn starts at 1.
|
||||
.KE
|
||||
.PP
|
||||
.H3 "Maneuvers"
|
||||
Optionally, at the end of each game turn ships may declare a maneuver:
|
||||
@@ -289,6 +311,7 @@ with furled sails can anchor, lest they have to do an immediate Strain
|
||||
Roll. It takes two game turns to thus come to a full stop, and three
|
||||
game turns to light the anchor and set sail again.
|
||||
|
||||
.KS
|
||||
.H3 "The Wind Roll"
|
||||
A single roll of the d6 decides, how the wind changes in direction and
|
||||
strength.
|
||||
@@ -304,6 +327,8 @@ cl.
|
||||
5 & Wind Speed = 3
|
||||
6 & Direction change counter clockwise
|
||||
.TE
|
||||
.KE
|
||||
.KS
|
||||
.H3 "The Luck Roll"
|
||||
A gust of wind might prove fortuitous to gain that extra speed needed,
|
||||
then again, bad things happen at see ...
|
||||
@@ -320,6 +345,7 @@ cl.
|
||||
6 & Wind Speed +2, mark 1 Strain
|
||||
.TE
|
||||
.PP
|
||||
.KE
|
||||
Wind Changes due to Luck Rolls usually only apply to the ship the die
|
||||
was rolled for. However Luck Rolls may change things for everyone, if
|
||||
two or more sides roll the same result:
|
||||
|
||||
@@ -1,24 +1,28 @@
|
||||
.H1
|
||||
Schiffbruch
|
||||
.PP
|
||||
.I "Aus einem Spielbericht der Grenzlandkampagne."
|
||||
.sp -0.6c
|
||||
.2C
|
||||
.PP
|
||||
Tiana hat bei Tusila ein gutes Wort für ihren Bruder eingelegt. Timo hat sich
|
||||
bewährt, hat gezeigt, dass er ein exzellenter Speerwerfer ist, und im Sinne der
|
||||
Gemeinschaft handelt. Tusila nimmt ihn in ihre Miliz auf, und Timo (jetzt
|
||||
Gemeinschaft handelt. Tusila nimmt ihn in ihre Miliz auf, und Timo (vormals NSC, jetzt
|
||||
Kämpfer, Stufe 1) trainiert in den nächsten Tagen intensiv mit seinen neuen
|
||||
Waffenbrüdern.
|
||||
.PP
|
||||
Nach den nächtlichen Erlebnissen sehnen sich Levi und Timo nach göttlicher
|
||||
Führung. Sie beschließen zum Vulkan [[Fai_Lalolagi?]] zu reisen. Timo denkt,
|
||||
Führung. Sie beschließen zum Vulkan
|
||||
.I "Fai Lalolagi"
|
||||
zu reisen. Timo denkt,
|
||||
dass er dort vielleicht ein besonderes Erz finden könnte, was er in seinem
|
||||
nächsten Werkstück verarbeiten möchte. Der schlaue [[Tapu_Fuga?]] (Contis neuer
|
||||
Charakter, ein entfernter Verwandter Kainenos) schließt sich den beiden an,
|
||||
nächsten Werkstück verarbeiten möchte. Der schlaue Tapu Fuga
|
||||
schließt sich den beiden an,
|
||||
ebenso wie Iosua Aseata (NSC), und zwei Kämpfer aus Tusilas Miliz, der
|
||||
schmächtige [[Enele_Seko?]] (NSC) und [[Ulasi_Pule?]] (NSC).
|
||||
schmächtige Enele Seko (NSC) und Ulasi Pule (NSC).
|
||||
.PP
|
||||
Mit einem geliehenen Auslegerkanu stechen sie in See, und segeln bei mildem
|
||||
Südwind ostwärts. An den ersten Tagen beobachten sie von weitem Delfine,
|
||||
Südwind ostwärts, immer an der Nordküste
|
||||
.I Galteis
|
||||
entlang. An den ersten Tagen beobachten sie von weitem Delfine,
|
||||
nächtliches Meeresleuchten und Flugsaurier, die bedenklich nahe heran kommen.
|
||||
.PP
|
||||
Am dritten Tag werden sie im Morgengrauen von Iosua geweckt. Das Meer tost, ist
|
||||
@@ -38,7 +42,8 @@ er, wie das Tier wieder beginnt zu tauchen. Mit dem Mut der Verzweifelung
|
||||
beginnt er nach hinten zu rennen. Vielleicht kann er unter dem Rand des Panzers
|
||||
irgendwo eine Stelle finden, unter der sich eine Luftblase fangen würde, wenn
|
||||
die Schildkröte taucht? (o.k., sagt der Spielleiter, 5% Chance, mit einer
|
||||
natural twenty klappt das). Keine Chance, Levi fällt erneut ins Wasser und wird
|
||||
.I "natural twenty"
|
||||
klappt das). Keine Chance, Levi fällt erneut ins Wasser und wird
|
||||
vom Sog der tauchenden Schildkröte mitgerissen. Er kann nicht sehen, wie etwa
|
||||
dreißig Meter vor ihm das Boot mit dem tauchenden Schildkrötenpanzer
|
||||
kollidiert, und in tausend Stücke zerissen wird.
|
||||
@@ -63,15 +68,17 @@ auf dem Weg in die Nachwelt … übermächtige Müdigkeit.
|
||||
.PP
|
||||
Levi, Timo, Tapu, Iosua und Ulasi sind an einen kleinen unscheinbaren Strand an
|
||||
der Nordküste Galteis gespült worden. Hier wohnen drei Fischerfamilien.
|
||||
[[Mataio_Nanai?]] lässt sich die Geschichte der Abenteurer erzählen.
|
||||
Mataio Nanai lässt sich die Geschichte der Abenteurer erzählen.
|
||||
.PP
|
||||
Nach Faga Afi ist nicht weit, ein guter Tagesmarsch nach Süden, über die Berge.
|
||||
Nach Faga Afi ist es nicht weit, ein guter Tagesmarsch nach Süden, über die Berge.
|
||||
Nachdem sich die Abenteurer für zwei weitere Tage erholt haben, machen sie sich
|
||||
dürftig bekleidet auf den Weg dort hin. Im Hauptort der Insel angekommen werden
|
||||
sie von ihren Familien und Verwandten aufgenommen, sie erfahren von der Trauer
|
||||
des Dorfvorstehers [[Iakopo_Latu?]]. Er grämt sich wegen seiner Tochter, die in
|
||||
des Dorfvorstehers Iakopo Latu. Er grämt sich wegen seiner Tochter, die in
|
||||
Unwürde gestorben ist. Die Berichte von den Kuttenträgern machen allen Sorge.
|
||||
Wo kommen sie her? Es braut sich schlechte Stimmung zusammen. [[Bendai?]] die
|
||||
Wo kommen sie her? Es braut sich schlechte Stimmung zusammen.
|
||||
.I Bendai
|
||||
die
|
||||
Nachbarinsel! Den Leuten dort konnte man noch nie trauen. Alles Schlechte kommt
|
||||
von Bendai!
|
||||
.Au lkh
|
||||
|
||||