Commit 419b6bf9 authored by Craig Maloney's avatar Craig Maloney
Browse files

Added more on creatures

parent 4eb3ddda
......@@ -127,7 +127,7 @@
\includegraphics[width=\textwidth,height=7cm]{../images/2015-11-07_wiki_place_komona_by-David-Revoy.jpg}
\end{minipage}
\newpage
}
......@@ -178,7 +178,7 @@ Soon after the treaty Zombiah focused on animating constructs and creating stron
As additional penance each school also surrendered their spellbooks that were used in the war to Ah. Each school sent their book to Ah for safekeeping. Wasabi keeps them all on display as a reminder of their victory in The Great War and to prevent further hostilities. (Though there has been some talk that the book that Chaosah submitted doesn't look much like a spellbook, and they still possess the ability to summon demons at will).
\newpage
}
\renewcommand{\peppercarrotHeadlineCharacter}{Character Creation}
......@@ -607,7 +607,7 @@ Time to take up dice and roll. Take the bonus associated with the approach you'v
Finally, decide whether you want to alter your roll
by~\hyperref[Anchor-18]{invoking aspects}---we'll talk about this a lot in Aspects and Fate Points.
\newpage
}
......@@ -701,7 +701,7 @@ GMs, it's simplest if you pick your most advantageous NPC to determine your plac
\subsubsection{Exchanges}\label{sigilux5ftocux5fidux5f34}
Next, each character takes a turn in order. On their turn, a character can take one of the~\hyperref[Anchor-24]{four actions}. Resolve the action to determine the outcome. The conflict is over when only one side has characters still in the fight.
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}
\renewcommand{\peppercarrotHeadlineDamage}{Ouch!~Damage, Stress, and Consequences}
......@@ -801,7 +801,7 @@ At the end of each scene, clear all of your stress boxes. Recovery from a conseq
\textbf{RENAMING MODERATE AND SEVERE CONSEQUENCES}
Moderate and severe consequences stick around for a while. Therefore, at some point you may want to change the name of the aspect to better fit what's going on in the story. For instance, after you get some medical help,~Painful Broken Leg~might make more sense if you change it to~Hobbling on Crutches.
\newpage
}
\renewcommand{\peppercarrotHeadlineAspects}{Aspects and Fate Points}
......@@ -979,7 +979,7 @@ Hair Trigger Nerves
\sectionruler{}
Obviously, your trouble aspect is supposed to cause problems---and thereby make your character's life more interesting and get you fate points---so it's okay if that one's a little more one-dimensional, but other character and situation aspects should be double-edged.
\newpage
}
\renewcommand{\peppercarrotHeadlineStunts}{Stunts}
......@@ -1035,7 +1035,7 @@ For example:
\sectionruler{}
These templates exist to give you an idea of how stunts should be constructed, but don't feel constrained to follow them exactly if you have a good idea. If you'd like to read more about the construction of stunts, see~Skills and Stunts~in~Fate Core.
\newpage
}
\renewcommand{\peppercarrotHeadlineAdvancement}{Getting Better at Doing Stuff:~Character
......@@ -1106,7 +1106,7 @@ Take an additional point of refresh, which you may immediately use to purchase a
Rename your character's high concept (optional).
Change your character's school (optional).
\newpage
}
\renewcommand{\peppercarrotHeadlineGM}{Being the GM}
......@@ -1298,7 +1298,7 @@ Stress:~\SB~(4 thugs)
\sectionruler{}
Fate Core~has a way of handling this, called mobs (see the~``Creating the Opposition''~section of the \textbf{Running the Game}~chapter in~Fate Core). Feel free to use that option if you prefer. Note that it may lead to very strong mobs, unless you start with extremely weak mooks---if you want to give your PCs a serious challenge, that could be one way to do it.
\newpage
}
\renewcommand{\peppercarrotHeadlineMagic}{Magic in Hereva}
......@@ -1349,7 +1349,7 @@ The best way to read the Impossible Triangle is to view it on several axes: at t
Starting from the bottom is \textbf{Chaosah}, harnessing the primal forces of chaos and physics. Moving to the left we see \textbf{Aquah}, the fusion of the untamed forces of chaos with the calm order of the spirit; much as water can turn from quiet and calm to rough and tumultuous. On the top left is \textbf{Ah}, representing the evolution into spiritual beings (beings requiring no physical form) and the order that comes from shirking off the material form. Moving right is~\textbf{Hippiah}, the combination of harnessing the spiritual aspects of all living things and using them in order to enact the growth of living things. At the top-right is \textbf{Zombiah}, which views the spiritual as something to be harnessed to drive and animate the physical world. Moving down towards chaos is \textbf{Magmah}, which views the natural order as something to be changed and refined through the mixture of alchemy and chaos.
The following sections explore each of the magical schools in more depth.
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}
\renewcommand{\peppercarrotHeadlineMagicSchoolChaosah}{Magic School: Chaosah}
......@@ -1431,7 +1431,7 @@ Each member of Chaosah may have the following school stunts:
\item
Because the~School~of~Chaosah controls the chaos, I get +2 when I~Cleverly overcome obstacles~when~I can start a chain reaction of events.
\end{itemize}
\newpage
}
\renewcommand{\peppercarrotHeadlineMagicSchoolMagmah}{Magic School: Magmah}
......@@ -1488,7 +1488,7 @@ Each member of Magmah may have the following school stunts:
\item
Because the~School~of~Magmah can control fire, I get +2 when I~Flashily create advantages related to fire and fireworks.
\end{itemize}
\newpage
}
\renewcommand{\peppercarrotHeadlineMagicSchoolZombiah}{Magic School: Zombiah}
......@@ -1547,7 +1547,7 @@ Each member of Zombiah may have the following school stunts:
\item
Because the~School~of~Zombiah can infuse inanimate objects with spirits, once per session I can animate an otherwise inanimate object. (Be careful of the consequences of such actions! Reanimating the dead might bring unwanted attention from Ah!)
\end{itemize}
\newpage
}
\renewcommand{\peppercarrotHeadlineMagicSchoolHippiah}{Magic School: Hippiah}
......@@ -1598,7 +1598,7 @@ Each member of Hippiah may have the following school stunts:
\item
Because the~School~of~Hippiah understands the balance of nature, once per game session I can locate someone who is hiding among plants or in a forested area.
\end{itemize}
\newpage
}
\renewcommand{\peppercarrotHeadlineMagicSchoolAquah}{Magic School: Aquah}
......@@ -1646,7 +1646,7 @@ Each member of Aquah may have the following school stunts:
\item
Because the~School~of~Aquah understands the flow of water, I get +2 when I~Forcefully attack using water.
\end{itemize}
\newpage
}
\renewcommand{\peppercarrotHeadlineMagicSchoolAh}{Magic School: Ah}
......@@ -1699,7 +1699,7 @@ Each member of Ah may have the following school stunts:
\item
Because the~School~of~Ah travels all over Hereva, I get +2 when I~Carefully overcome obstacles by using my knowledge of the locations of Hereva.
\end{itemize}
\newpage
}
\renewcommand{\peppercarrotHeadlineSampleCharacters}{Sample Characters}
......@@ -1759,7 +1759,7 @@ Severe~(6):
REFRESH:~3
\newpage
\mysection[Thyme]{Thyme}
Thyme is the oldest of the remaining witches of Chaosah. She leads the Chaosah Witches with fear and domination. (Elaborate)
......@@ -1806,7 +1806,7 @@ Severe~(6):
REFRESH:~3
\newpage
\mysection[Cayenne]{Cayenne}
......@@ -1855,7 +1855,7 @@ Severe~(6):
REFRESH:~3
\newpage
\mysection[Cumin]{Cumin}
......@@ -1904,7 +1904,7 @@ Severe~(6):
REFRESH:~3
\newpage
\mysection[Saffron]{Saffron}
......@@ -1952,7 +1952,7 @@ Severe~(6):
REFRESH:~3
\newpage
\mysection[Coriander]{Coriander}
......@@ -1999,7 +1999,7 @@ Severe~(6):
REFRESH:~3
\newpage
\mysection[Shichimi]{Shichimi}
......@@ -2047,7 +2047,7 @@ Severe~(6):
REFRESH:~3
\newpage
\mysection[Wasabi]{Wasabi}
......@@ -2095,7 +2095,7 @@ Severe~(6):
REFRESH:~3
\newpage
\mysection[Camomile]{Camomile}
......@@ -2143,7 +2143,7 @@ Severe~(6):
REFRESH:~3
\newpage
\mysection[Spirulina]{Spirulina}
......@@ -2196,7 +2196,7 @@ Severe~(6):
REFRESH:~3
\newpage
}
\renewcommand{\peppercarrotHeadlineUsingMagic}{Using Magic}
......@@ -2475,7 +2475,7 @@ Groups that prefer a more challenging game and more consequences for Rea Exhaust
\end{itemize}
These are just some examples. Let your imagination and your players be your guide. Rea Exhaustion is not something to be taken lightly by any witch, but it could be a fun way to introduce other elements into the campaign.
\newpage
}
\renewcommand{\peppercarrotHeadlineCreaturesInHereva}{Creatures in Hereva}
......@@ -2486,7 +2486,19 @@ These are just some examples. Let your imagination and your players be your guid
\mysection{Creating a creature}
Scholars have long theorized that many of the creatures that exist in Hereva were the result of powerful magic near the pre-history of Hereva, but so far this is just a theory (though finding the one dragon to say anything about the pre-history of Hereva might help matters, but so far they've been tight-lipped on the subject). This theory gained prominence when after The Great War and the explosion of Rea from The Great Tree of Komona there were countless new hybrids of animals (which caused the scholars who study the creatures of Hereva to both jump with glee at the prospects of discovering and naming the new creatures, and realize with some dread that all of their carefully crafted taxonomies were now obsolete).
Scholars have long debated about the origin of many of the creatures in Hereva. The prevailing theory is that many of the creatures in Hereva were the result of powerful magic near the pre-history of Hereva. While there is strong evidence, this is only one theory. The only creatures capable of saying anything definitive about the pre-history of Hereva are the dragons, but so far they've been tight-lipped on the subject. This theory gained prominence after The Great War. After the explosion of Rea from The Great Tree of Komona there were countless new hybrid of animals to explore. This caused the scholars who study the creatures of Hereva to both jump with glee at the prospects of discovering and naming these new creatures and realize (with some dread) that all of their carefully crafted taxonomies were now rendered obsolete.
This is also true of many of Hereva's human and human-like characters, which can be combinations of various animals. Camomile in particular is part raccoon and human. There are also folks in the Komona Market that exhibit these traits. If a player character wishes to combine animal and human traits it is up to the GM to determine if this is acceptable in their version of Hereva (though we strongly encourage such hybrids).
These are generic guidelines for creating a creature in Hereva. GMs are free to use or ignore these as they please.
\textbf{Start with a base creature}: Most creatures in Hereva start with a basic creature for the body. This can be anything from a panda, ferret, beaver, fish, or any creature you can imagine. We recommend starting with Earth-based creatures first because they're the ones that folks are most familiar with. Starting with a basilisk might be cool, but not everyone can picture what a basilisk is without a reference.
\textbf{Add other features}: Begin adding other features to your creature. What would they look like with an elephant trunk? How about a duck bill? Do they have webbed feet, or are they flippers like a dolphin? Start gradually morphing the creature so you can picture the original creature and the changes that have been made to it.
\textbf{What does the creature do?}: Once you have the basic design for your creature you will want to fill out what the creature does. Does it fly over Hereva like a majestic dragon or does it cower in the forests of Hereva? Is it primarily underground? Is it nocturnal or does it come out during the day? Is it friendly to other creatures or is it frightened of them? Is it fearsome or fearful? Do they hunt in packs or are they solitary creatures? Do they ave written language or do they use other means of communication? Do they use light to feed or do they need other means of nourishment?
When you have a clear idea of what the creature does in its daily life you can then add aspects to it like "Drawn to feed on phosphorescent spiders", or "Attracted to shiny things", or "Incapable of giving accurate directions". Remember that these characters serve two purposes: they are there to give Hereva an ecology, but more importantly they are there to interact with the characters. If the characters encounter a creature that is "Attracted to shiny things" perhaps they can follow that creature to more shiny things (such as treasure). If they encounter a creature that "Feeds on light" then maybe they can use that creature's presence to find strong light sources (should they need them). The creatures can serve as set-dressing for a location, but they can also be important clues for the characters. They can also be antagonists to the characters. Having a creature that is "Attracted to shiny things" while you're carrying the treasure out of an abandoned castle might mean that it steals that treasure, and now you have to chase it back into the castle or its lair.
%FIXME: More on Hereva's creatures.
......@@ -2615,7 +2627,7 @@ Not only have the witches been summoned for a potion challenge, they also need t
\item Many of the old castles and fortresses in Hereva have been explored and documented by intrepid explorers, but a handful of unexplored castles remain. The Hereva Adventurers Guild recently had a feud among its membership and don't have the resources to explore the rest of these fortresses and castles. The remaining members of the Hereva Adventurers Guild (HAG) have posted fliers in Komona's market looking to pay adventurers to explore these remaining places in order to document them. This documentation, if it's up to the publisher's exacting standards, will be collated into books about these locations which are published so others can enjoy them. Witches looking for some extra Ko or exploring the unknown could explore these areas. But there is a newly formed rival group, the Hereva Adventuring Society for Teachable Excursions Network (HASTEN) which is also exploring these areas, and wants to be the first to publish the definitive guides. Can the witches find what they need, take good enough notes, and return before HASTEN explorers get there first?
\end{itemize}
\newpage
}
\renewcommand{\peppercarrotHeadlineOtherFolksInHereva}{Other Folks in Hereva}
......@@ -2625,13 +2637,11 @@ Not only have the witches been summoned for a potion challenge, they also need t
\textit{Hereva has creatures.}
\newpage
}
\renewcommand{\peppercarrotHeadlineMakingHerevaYourOwn}{Making Hereva Your Own}
\renewcommand{\peppercarrotTocMakingHerevaYourOwn}{Making Hereva Your Own}
\renewcommand{\peppercarrotTextMakingHerevaYourOwn}{Making Hereva Your Own} {%
\renewcommand{\peppercarrotTextMakingHerevaYourOwn}{%
\textit{Hereva is more than the sum of what is in this book and the Pepper\&Carrot comics; it's a world of magic that can be adapted as part of an existing campaign or explored as a sandbox campaign. Here are some guidelines on how to adapt Hereva to make it your own}
......@@ -2639,12 +2649,12 @@ Not only have the witches been summoned for a potion challenge, they also need t
Hereva is a world where different dimensions are part of its reality. There's a dimension where Chaosah Demons live, waiting to be summoned for nefarious purposes, or just to be part of afternoon tea. There are otherworldly horrors that lurk, waiting for the opportune alignment of Hereva's three moons to create a rift in order to allow them to enter. Chaosah magic can also create micro-dimensions and pocket universes to seal themselves off fro the rest of the world. Dimensions can be a great way to not only allow characters to hop between worlds, but also allow things from other worlds to enter Hereva.
\mysection{labelHerevaOurWorld]{Hereva and Our World}
\mysection[labelHerevaOurWorld]{Hereva and Our World}
Hereva has a peculiar relationship with our world. Many things in the world of Hereva are similar to things that we have in our world (or had in our world's past). This can be a great way to introduce pieces of our world into Hereva. Want to have an easy way for characters to get a list of tasks to do? The Crystal Ball network is similar to the World-Wide Web network that we use as part of the Internet. Perhaps there's a job board that pays interested parties to perform certain tasks. The Witches of Chaosah and Ah monitor other dimensions and are keenly aware of the existence of other worlds and their technologies. Perhaps they're not the only ones, and maybe there's a cottage industry of folks who scan other dimensions looking for inventions and other things to bring into their own world. Maybe the people of Hereva were transported from our own world into Hereva as part of some magical experiment that the dragons performed? What might happen if the dragons perform that experiment again?
\mysection[labelPlacingHerevaInYourWorld]{Placing Hereva in Your World}
The World of Hereva doesn't come with a predefined map. This is on purpose. The lack of a map allows you to place locations of Hereva into your own world. It also allows Hereva to expand to include more locations as needed. The locations are loosely defined so if you want to place areas like Squirrel's End and The Forest of Squirrel's End in the outskirts of a city you can. Distances in Hereva are also not explicitly defined so you can make journeys between locations as interesting or as quick as you choose. There's also nothing stopping you from adding your locations into Hereva; the planet is constantly evolving and changing. Most locations have been mapped by one of Hereva's cartographers but there could be new locations being added all of the time. They could also be locations that have eluded the expert cartographers because of how they choose their routes. A new, previously unexplored location would be a big deal for the cartographers and they'd love any help they can get in mapping it. And if it contains any old ruins or cities that were previously unknown the adventurers guild would need someone to explore it.
\newpage
}
......@@ -217,56 +217,78 @@
\peppercarrotTextMagicSchoolChaosah
\end{multicols}
\newpage
\mybanner{\MakeUppercase{\peppercarrotHeadlineMagicSchoolMagmah}}{\peppercarrotTocMagicSchoolMagmah}
\begin{multicols}{2}
\peppercarrotTextMagicSchoolMagmah
\end{multicols}
\newpage
\mybanner{\MakeUppercase{\peppercarrotHeadlineMagicSchoolZombiah}}{\peppercarrotTocMagicSchoolZombiah}
\begin{multicols}{2}
\peppercarrotTextMagicSchoolZombiah
\end{multicols}
\newpage
\mybanner{\MakeUppercase{\peppercarrotHeadlineMagicSchoolHippiah}}{\peppercarrotTocMagicSchoolHippiah}
\begin{multicols}{2}
\peppercarrotTextMagicSchoolHippiah
\end{multicols}
\newpage
\mybanner{\MakeUppercase{\peppercarrotHeadlineMagicSchoolAquah}}{\peppercarrotTocMagicSchoolAquah}
\begin{multicols}{2}
\peppercarrotTextMagicSchoolAquah
\end{multicols}
\newpage
\mybanner{\MakeUppercase{\peppercarrotHeadlineMagicSchoolAh}}{\peppercarrotTocMagicSchoolAh}
\begin{multicols}{2}
\peppercarrotTextMagicSchoolAh
\end{multicols}
\newpage
\mybanner{\MakeUppercase{\peppercarrotHeadlineSampleCharacters}}{\peppercarrotTocSampleCharacters}
\begin{multicols}{2}
\peppercarrotTextSampleCharacters
\end{multicols}
\newpage
\mybanner{\MakeUppercase{\peppercarrotHeadlineUsingMagic}}{\peppercarrotTocUsingMagic}
\begin{multicols}{2}
\peppercarrotTextUsingMagic
\end{multicols}
\newpage
\mybanner{\MakeUppercase{\peppercarrotHeadlinePlayingInHereva}}{\peppercarrotTocPlayingInHereva}
\begin{multicols}{2}
\peppercarrotTextPlayingInHereva
\end{multicols}
t
\newpage
\mybanner{\MakeUppercase{\peppercarrotHeadlineCreaturesInHereva}}{\peppercarrotTocCreaturesInHereva}
\begin{multicols}{2}
\peppercarrotTextCreaturesInHereva
\end{multicols}
\newpage
\mybanner{\MakeUppercase{\peppercarrotHeadlineOtherFolksInHereva}}{\peppercarrotTocPlayingInHereva}
\begin{multicols}{2}
\peppercarrotTextOtherFolksInHereva
\end{multicols}
\newpage
\mybanner{\MakeUppercase{\peppercarrotHeadlineMakingHerevaYourOwn}}{\peppercarrotTocPlayingInHereva}
\begin{multicols}{2}
\peppercarrotTextMakingHerevaYourOwn
......
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