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cicd / ci (push) Successful in 48s
Details
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|---|---|---|
| .gitea/workflows | ||
| rulebook | ||
| srv | ||
| .gitignore | ||
| README.md | ||
| build.sh | ||
| diagonalerheart.pdf | ||
README.md
The plan
- prize
- | 63649 11004 02540 0205 8376 GS GC
- a rulebook for the GM
- stat blocks with flavor text (+lorem ipsum)
- QR codes that link to more info OR secret code
- character(s), abilities for player(s)
- some QR codes relevant
- https://daggerheartsrd.com/ancestries/clank/
- ; https://daggerheartsrd.com/ancestries/katari/
- https://daggerheartsrd.com/classes/bard/
- ; https://daggerheartsrd.com/classes/rogue/
- https://daggerheartsrd.com/weapons/legendary-returning-blade/
- ; https://daggerheartsrd.com/weapons/ilmaris-rifle/
- https://daggerheartsrd.com/consumables/stardrop/
- ; https://daggerheartsrd.com/consumables/death-tea/
- some QR codes relevant
- character(s), abilities for GM
- short scenario
- all GM aspects are relevant QR codes
- only used player aspects are relevant QR codes
- complete story to reveal relevant pieces
- maps
Rulebook
Daggerheart but short
- GM says what may happen on fail
- GM rolls D20 to hit, Nat20 = maxRandomPossible + regular roll
- Players roll 2 D12s: hope and fear
- if h == f = +you hope, -you stress, +bonus
- elif h+f > N
- h>f = +you hope
- else = +gm fear
- else
- h>f = +you hope, +minor consequence determined by GM
- else = +gm fear, +major consequence determined by GM
- GM can spend fear (bank cap 12) for extra turns
- Players can spend hope (bank cap 6) to grant advantage
Story
Maybe I just let QT improvise...