diff --git a/spires.json b/spires.json deleted file mode 100644 index d362c4b..0000000 --- a/spires.json +++ /dev/null @@ -1 +0,0 @@ -{"id":"playbill","name":"The Great Spires","version":"0.0.1","author":"Endeavorance","description":"A vast world of interconnected spires. The official standard setting for Proscenium.","glossary":{"Ability":["An unlockable move for a Character"],"Ability Points":["A Character Stat which determines how many Abilities can be used before needing to Rest"],"Adept":["The middle level of Prowess in a Talent"],"Baggage":["A permanent detrimental trait for a Character acquired when being Dropped"],"Basic Attack":["Making a simple attack unarmed or with a weapon"],"Character":["An in-fiction entity controlled by a Player"],"Charm":["A Talent used for mingling and interpersonal skills"],"Common":["The lowest Item Rarity"],"Cunning":["A Talent used for quick thinking and deft hands"],"Damage":["A number representing how much a Character been hurt"],"Director":["Responsible for weaving Player actions into a cohesive story. Sometimes referred to as the \"Game Master\" in other systems"],"Dropped":["Refers to a Character sustaining enough Damage to fall unconscious"],"Exhaustion Points":["A Character Stat which determines how hard you can push yourself during adventure"],"Experience Points":["A Character Stat used to unlock new Abilities"],"Fate Roll":["A basic D20 Roll to determine outcomes outside of the influence of Players and their Characters"],"Focus":["A Talent used for observation and precision"],"Health Points":["A Character Stat which determines how much Damage can be sustained before becoming Dropped"],"Item":["A piece of equipment for a Character"],"Knowledge":["A Talent used for recollection and comprehension"],"Legendary":["The highest Item Rarity"],"Master":["The highest level of Prowess in a Talent"],"Method":["A collection of Abilities a Character can unlock"],"Mishap":["A failed dice roll attempt"],"Muscle":["A Talent used for feats of strength and resilience"],"Novice":["The lowest level of Prowess in a Talent"],"Player":["Responsible for playing a Character in the story"],"Prowess":["How good a Character is at a Talent. Determines how many dice to roll when rolling for that Talent."],"Rare":["The second highest Item Rarity"],"Rarity":["Measurement of how unique or coveted an Item is"],"Respite":["A fully restorative break lasting at least 24 hours"],"Rest":["A quick break to restore some energy while out adventuring"],"Roll Outcome":["A result of rolling dice, either Success or Mishap"],"Scene":["A segment of the storytelling at the Table"],"Spark":["A Talent used for connection to the arcane or otherworldly power"],"Species":["Generally refers to a selectable species as the base for a playable Character. Sometimes referred to as \"race\" in other systems"],"Stage Play":["Proscenium's approach to turn-based gameplay"],"Stat":["A numeric attribute of a Character defining various traits of the Character"],"Success":["A Roll Outcome representing a successful roll"],"Talent":["One of six measurements of a Character's general skillset"],"Talent Affinity":["Determines which Talent an item depends on for attack rolls, ability effects, or your Defense Challenge."],"Temper":["A neutral or negative effect applied to an item by modifying it"],"Token":["A unique sort of Item which holds the value of a given Rarity of Item"],"Trinket":["A type of Item which can be carried in your pack with unique abilities and properties"],"Tweak":["A neutral or positive effect applied to an item by modifying it"],"Uncommon":["The second lowest Item Rarity"],"Wielded":["A type of Item which can be held, often used as a weapon"],"Worn":["A type of Item which can be worn on your body, often used as armor"]},"abilities":[{"id":"novas-grace","name":"Nova's Grace","description":"
The innate powers of flight are far from common to your people, though it remains a part of who you are.
\nWith great focus, you slow your descent from a fall, mitigating any falling damage for yourself and up to one other character if you are within Melee range and choose to save them.
","categories":[],"ap":0,"hp":0,"ep":1,"xp":0,"type":"action","damage":null,"roll":"none"},{"id":"piercing-shot","name":"Piercing Shot","description":"Your arrow flies true and with immense power, piercing your target and damaging up to one more target in a straight line
","categories":[],"ap":1,"hp":0,"ep":0,"xp":1,"type":"action","damage":null,"roll":"muscle"},{"id":"hamper","name":"Hamper","description":"Using an equipped Bow, you attempt to incapacitate a target creature.
\nIf successful, you deal your weapon's standard damage and disable the target, removing their ability to use the Move action until the start of your next turn.
","categories":[],"ap":1,"hp":0,"ep":0,"xp":1,"type":"action","damage":null,"roll":"focus"},{"id":"trajectory-analysis","name":"Trajectory Analysis","description":"Your knowledge of projectile physics helps you plan your positioning.
\nWhen you are hit with a ranged projectile attack dealing Physical Damage, reduce the damage by 1.
","categories":[],"ap":0,"hp":0,"ep":0,"xp":1,"type":"cue","damage":null,"roll":"none"},{"id":"overdraw","name":"Overdraw","description":"Attacks with a Bow weapon deal an additional 1 Physical Damage.
","categories":[],"ap":0,"hp":0,"ep":0,"xp":1,"type":"trait","damage":null,"roll":"none"},{"id":"precision-pin","name":"Precision Pin","description":"You attempt to pin a target to a nearby wall or other entity with a precisely placed arrow from your equipped Bow.
\nWhen successful, you deal no damage, but pin the target to their current location.
","categories":[],"ap":1,"hp":0,"ep":0,"xp":1,"type":"action","damage":null,"roll":"focus"},{"id":"split-shot","name":"Split Shot","description":"You knock two arrows, striking two different targets or the same target twice. Roll for each target separately.
\nWhen targeting two different entities, they must be In Range of each other.
","categories":[],"ap":1,"hp":0,"ep":0,"xp":1,"type":"action","damage":null,"roll":"cunning"},{"id":"trick-arrow","name":"Trick Arrow","description":"Fire a trick arrow at a target. The trick arrow deals no damage, but imposes one of the following effects:
\nYou can make an Attack Roll with your bow on a target up to 300ft (90m) away, provided that there is a clear path.
\nOn a successful hit, your attack deals twice its normal damage.
","categories":[],"ap":0,"hp":0,"ep":1,"xp":1,"type":"action","damage":null,"roll":"attack"},{"id":"blunted-arrow","name":"Blunted Arrow","description":"You reach for a specialty arrow meant for knocking out a target rather than inflicting mortal wounds.
\nMake an Attack Roll. If your damage would otherwise Drop the target, it instead knocks them unconscious if possible.
","categories":[],"ap":0,"hp":0,"ep":0,"xp":1,"type":"action","damage":null,"roll":"attack"},{"id":"neutralize-poison","name":"Neutralize Poison","description":"Neutralize a poison detected from Identify Poison by adding an ingredient known to render the poison inert
","categories":[],"ap":0,"hp":0,"ep":0,"xp":1,"type":"action","damage":null,"roll":"cunning"},{"id":"camp-food","name":"Camp Food","description":"Regain an additional 2 HP when you Rest
","categories":[],"ap":0,"hp":0,"ep":0,"xp":1,"type":"trait","damage":null,"roll":"none"},{"id":"food-origins","name":"Do I Detect...","description":"You know the origins of dishes and their ingredients well enough to impress even the most discerning chef.
","categories":[],"ap":0,"hp":0,"ep":0,"xp":1,"type":"trait","damage":null,"roll":"none"},{"id":"identify-poison","name":"Identify Poison","description":"Focus your senses on a food or drink to determine if it is poisoned.
\nYou can also identify the type of poison used.
","categories":[],"ap":1,"hp":0,"ep":0,"xp":1,"type":"action","damage":null,"roll":"focus"},{"id":"shadowthread-whip","name":"Shadowthread Whip","description":"Summon a Shadowthread Whip into one of your empty hands. Until you equip another item in that hand, the whip remains summoned.
\nThe whip deals 1 Arcane Damage and can target enemies that are Nearby.
\nThe Shadowthread Whip is a bound strand of void magic; a manifestation of absence materialized under your control.
","categories":[],"ap":0,"hp":0,"ep":0,"xp":1,"type":"action","damage":{"amount":1,"type":"arc"},"roll":"attack"},{"id":"shadow-tether","name":"Shadow Tether","description":"After a successful attack with your Shadowthread Whip, you may choose to tether to the target, trapping them Nearby you
","categories":[],"ap":1,"hp":0,"ep":0,"xp":1,"type":"cue","damage":null,"roll":"none"},{"id":"empowering-wisps","name":"Empowering Wisps","description":"When attacking using a Shadowthread Whip, add an additional point of Arcane Damage for each Shadow Wisp you currently have summoned.
","categories":[],"ap":0,"hp":0,"ep":0,"xp":1,"type":"trait","damage":null,"roll":"none"},{"id":"shadow-wisp","name":"Shadow Wisp","description":"Summon a Shadow Wisp which flutters around you. Each Wisp has 1 Health Point and can be targeted directly.
\nTake 1 less Physical Damage for each Shadow Wisp you have summoned.
","categories":[],"ap":1,"hp":0,"ep":0,"xp":1,"type":"action","damage":null,"roll":"none"}],"blueprints":[],"items":[{"id":"sword","name":"Sword","description":"It's literally just a sword.
","categories":[],"type":"wielded","rarity":"common","affinity":"muscle","damage":{"amount":2,"type":"phy"},"abilities":[],"tweak":"","temper":"","hands":1}],"methods":[{"id":"archery","name":"Archery","description":"Mastery of the bow and arrow means mastery of the field of battle
","categories":[],"curator":"Sebastian","abilities":[["overdraw"],["hamper","blunted-arrow","precision-pin"],["piercing-shot","trick-arrow","trajectory-analysis"],["split-shot","snipe"]]},{"id":"gourmond","name":"The Gourmond","description":"Your prowess in cooking is second only to your prowess in eating.
","categories":[],"curator":"Holder","abilities":[["identify-poison","food-origins"],["camp-food","neutralize-poison"]]},{"id":"shadowthread","name":"Shadowthread","description":"Control whips and wisps of void magic
","categories":[],"curator":"Willow","abilities":[["shadowthread-whip","shadow-wisp"],["shadow-tether","empowering-wisps"]]}],"species":[{"id":"boskage","name":"Boskage","description":"\n\nA confluence of vines, petals, leaves, and branches weave together to form a visage of elegance. A walking ecosystem channeling the light of the sun to grow and flourish.
\n
Boskages (pronounced \"boss-kidge\", /bŏs′kĭj/) are sentient humanoid mortals made of twisting vines and plant life. Each boskage has a species of flower which blooms across their body when they are healthy and safe, but may shrivel and wilt when hurt, threatened or even heartbroken.
\nDescended from the patron ancient Flora, Boskages are typically reserved, known for both their poise and power. Boskages were among the First Mortals, making them one of the most ancient species in Home.
\nWhile it is rare for a Boskage to attack unprovoked, they are formidable protectors and will not hesitate to defend those they love or deem incapable of defending themselves.
\nBoskages are a sentient cluster of living vines and flowers which weave together to form a humanoid-like body. They are generally graceful, feminine, and poised. They will often present themselves as a reflection of their surroundings, as Boskages can change the shape of their bodies at will. Changing form takes several weeks, or even months for more dramatic changes.
\nBoskages living deep in nature often choose to forego more human-like legs and opt to form a more tree-trunk shaped base with hundreds of roots allowing them to gracefully glide along the forest floor.
\nBoskages cannot reproduce. Upon their death, the living vines composing their bodies coalesce into a tiny single seed which, if planted, will grow into a new Boskage over the course of a year. Because of this, the population of Boskages can never grow.
\nTypically, a Boskage will retreat to a remote, forested area when they are nearing the end of their life, ensuring their seed will take root when the time comes.
\nBoskages have no memory of the life that created their seed, but some people swear they can see reflections of their old Boskage friends in the next generation.
\nThe local flora and weather conditions the sapling Boskage experiences during its germination influences their demeanor and appearance.
\nBoskage Seeds are highly sought after in underground markets. The ability to procure and shape a complex—and potentially deadly—life is appealing to the morally misaligned. Among Boskage culture, anything short of immediately planting a Boskage seed is akin to murder. To trade in, or worse, to harvest Boskage Seeds is the highest of crimes in their eyes.
\nFiercely protective and loyal, Boskages are deeply intense creatures. They are flexible in their capabilities, form and socialization. Solitary or social, tree-like or humanoid, Boskages are adaptable and resilient.
\nSince they draw the majority of their life force from the sun and ground, Boskages do not need to eat, though they are capable of doing so. A Boskage will eat more as a social ritual than for actual sustenance.
\nAt night, Boskages will sleep by tapping their roots into the ground. While they may use a bed while in civilization, they can be perfectly content sleeping while standing upright, especially when deep in nature.
\nWhile they can be social, Boskages tend to form a sense of duty or guardianship rather than romantic love. It is not unheard of, and perhaps the two senses are easy to conflate. Regardless, if you date a Boskage, you've got Scary Tree Girlfriend privilage.
","categories":[],"ap":1,"hp":0,"ep":1,"xp":0,"muscle":"novice","focus":"adept","knowledge":"novice","charm":"novice","cunning":"novice","spark":"adept","abilities":[],"hands":2},{"id":"cervinae","name":"Cervinae","description":"\n\nAs though they were aspects of the moon itself, they stepped forward into the world; a beacon in the night yet brimming with mystery.
\n
Cervinae (\"SERVE-in-aye\") are a faun-like humanoid species descended from the patron ancient Lune. All Cervinae carry with them at all times their \"velvet,\" a small orb of pure lunar magic.
\nThis universally shared lunar magic—known as the \"tide\"—allows Cervinae to silently communicate emotion and danger to one another.
\nA Cervinae's velvet is as important as their heart. If it is destroyed or removed from their possession, they will fade.
\nThough they are mortal, Cervinae bodies do not age past maturity, and death from aging is unheard of. While a Cervinae can be slain as any other mortal, most Cervinae who live long enough will choose to \"shed\" their velvet and slowly fade out of reality. Their body returns to the world as pure magic, leaving no corpse behind.
\nTo live to feel contented and choose to shed your velvet is considered the ideal life for a Cervinae.
\nCervinae are capable of manifesting offspring by combining magic from their velvet with one or more other Cervinae. Each participating member of this ritual gives a part of themselves and their connection to the tide to create a new velvet, and a young Cervinae to carry it.
\nA Cervinae created through manifestation steps forth as an \"adult\" as other mortals may define it, though they do not have quite the same relationship with age as other mortals. A Cervinae will \"step forth\" into the world, rather than be born. They begin their experience of the world, sharing in the instinctual knowledge found through the tide.
\nCervinae appear as bipedal deer-like creatures with large, dark eyes and a face not unlike that of an elk, though softer and far less long.
\nCervinae have two \"plumes,\" or large tufts of fur raising on either side of their head. These plumes are often styled, though some choose to trim the tufts. Their fur is commonly a mix of silvers, blacks, and blues, though some Cervinae step into the world with highly unusual colors, such as auburn, crimson, and violet.
\nA Cervinae's velvet appears as a small glowing orb releasing a dim, silvery blue light. The orb itself can be held by anyone, and feels like cool, near weightless metal to the touch. It is not particularly delicate, and takes a concerted effort to destroy, though due to its importance to their lives, Cervinae often are deeply protective of it.
\nCervinae are agender, often preferring to use they/them or it/its pronouns.
\nTrait | Description |
---|---|
Lifespan | Indefinite |
Maturity | Cervinae step forth mature, child Cervinae do not exist |
Height | 5' - 6' |
Weight | Light moonlight, but heavier |
Cervinae step forth into the world as adults and do not show signs of age throughout their years. A Cervinae may choose to fade as soon as a few months into their life, or may live for thousands of years before stepping back from this world.
\nCommonly found throughout the world, Cervinae make for excellent guards and sentries given their inherent ability to communicate the presence of danger. Because of this, they are often sent as patrols and first responders.
\nCervinae do not need to sleep, but instead enter extended communion with the moon to keep their velvet connected. This ritual lasts for a minimum of 3 hours, sometimes going up to 12.
\nCervinae tend to keep an herbivore's diet, preferring leafy greens and vegetables over flesh and meat. They are capable of eating meat, though it does not satisfy, nor are they equipped with teeth to rip and tear.
\nIt is common for Cervinae to find one or more others of their kind to share a more intimate level of connection within the Tide. This typically occurs with the intention of creating a new Cervinae to further spread the reach of the moonlight.
","categories":[],"ap":0,"hp":0,"ep":0,"xp":0,"muscle":"novice","focus":"novice","knowledge":"novice","charm":"novice","cunning":"novice","spark":"novice","abilities":[],"hands":2},{"id":"human","name":"Human","description":"\n\nWe have to keep moving forward. Otherwise, what was the point of it all?
\n
Humans descended from the patron ancient Puk, brother of Muk. Muk has since held disdain for the human species, considering it to be an affront to the memory of Puk, despite humans being an extension of Puk himself.
\nThey're… humans. Fleshy, hair. Some feet, maybe an eye or two; you get it.
\nHumans make up a little more than half of all the denizens of the UCS, which is either a statement about the human penchant for procreation, or the human penchant for being insufferable. But either way, they're here in droves.
\nWhile other species may be capable of shapeshifting, psychic fields or massive explosions, humans are capable at doing their very best. We love that for them.
\nHowever, they do have one major trait on their side: a desire to build and organize. Their meager timescale gives them a drive to accomplish things quickly. This penchant for building and planning brought rise to the UCS, and with it, the massive network of trade routes that have brought people and goods to places they would have never seen otherwise. It also established a legal system and formalized authorities, such as the primary City Spires and their Voices.
\nWhether that is for the best is for you to determine.
","categories":[],"ap":2,"hp":0,"ep":1,"xp":0,"muscle":"novice","focus":"novice","knowledge":"novice","charm":"novice","cunning":"novice","spark":"novice","abilities":[],"hands":2},{"id":"elementum","name":"Elementum","description":"\n\nI never thought I would have fallen in love with a living storm, but here we are.
\n
Elementums are sentient humanoid mortals with translucent skin and bodies filled with the energy of one of three elements:
\nTheir shimmering bodies reveal the magic inside of them, which swirls and stirs in response to their emotions.
\nElementums descended from the patron ancients of Trus (Frost), So (Fire), and Thun (Storm).
\nAll Elementums share a similar translucent, silvery skin which seems to ever so slightly sparkle in direct sunlight. Their skin does not always cover their whole body, as some Elementums are so overflowing with their core magic that it begins to break through. Though their skin is translucent, they are by no means fragile creatures.
\nInside of an Elementum's body is a vortex of their \"core\" magic. This energy swirls and stirs as their emotions change, though cannot affect anyone outside of the Elementum unless channeled into external magic. Though, a roaring Fire Elementum may still be a tad warm to the touch.
\nTrait | Description |
---|---|
Lifespan | Up to 300 years |
Maturity | Elementums reach maturity at age 30 |
Height | 4' - 7' (1.2m - 2.1m) |
Weight | Several elements worth |
Frost Elementums appear to have a blizzard ever raging inside of them, though it may sometimes return to a soft snowfall in times of tranquility. They are cool to the touch, typically with crystal-blue eyes and icy hair. Frost Elementums are known to be aloof and quiet, keeping to themselves in a crowded room.
\nFire Elementums have a fire burning in them at all times, rooted in their feet and burning upwards through their body. Sparks and embers fly and swirl, trapped within the confines of the Elementum itself. Their eyes are a deep black, and their hair resembles flame, though does not burn to the touch. Fire Elementums are known to be loud and personable, quite literally lighting up a room.
\nStorm Elementums are filled with raging storm clouds, rain, and occasionally even claps of thunder. Not quite known for their grace and quiet, Storm Elementums are often clumsy, reckless and short-tempered, though among the most loyal friends in the world.
\nIf two Elementums of different core magics mate, they can produce a Hybrid Elementum, which combines traits from both parents.
\nHeatwraith Elementums are a walking dichotomy, known for extreme behavior, no matter what it may be. They are fierce foes, passionate lovers, demanding mentors, and heavy, heavy drinkers.
\nEmberrain Elementums are very, very quiet, for good reason. The sheer power within an Emberrain Elementum is enough to level a small town should they get sufficiently upset. Instead, they often choose to keep to themselves, fearing what devastation their inner firestorms may bring. However, if they can master their chaos, they hold the potential to be among the most powerful of mages.
\nWhiteout Elementums are filled with a dense white fog of frozen water particles. They are cool to the touch, so much so that just being near a Whiteout Elementum may be cause to grab a coat. However, these beings are about as friendly as it gets, often wishing to live simple lives, supporting those around them and making their immediate surroundings a joyful place to be. They're lovely people, but perhaps wear a scarf if you go in for a hug.
\nElementums are highly varied in personality and demeanor, even among their subtypes. That said, it is rare to meet an Elementum who is simply… dull.
\nElementums sleep between 4 and 8 hours per day. While sleeping, their internal elemental magic waxes and wanes based on their sleep cycle. Where humans would experience REM, Elementums' internal magics will surge and flicker in response to their dreams. During deeper sleep, their magic may become entirely still.
\nElementums share a similar diet to humans, though they have no need to drink water, or anything for that matter. Fire Elementums especially have difficulty with that.
","categories":[],"ap":0,"hp":0,"ep":0,"xp":0,"muscle":"novice","focus":"novice","knowledge":"novice","charm":"novice","cunning":"novice","spark":"novice","abilities":[],"hands":2},{"id":"petradonian","name":"Petradonian","description":"\n\nA massive person made of stone with, shockingly, an even more massive personality. Truly one with the land, and it seems the land would like to party.
\n
Petradonians are a sentient humanoid species of mortals made entirely of rock and stone. They are incredibly strong, resilient, and social. They are known for their positive outlook and love for pushing boundaries.
\nPetradonians range wildly in shape and size, from stout and dense to tall and… dense. Most Petradonians have broad shoulders and a wide frame. Their eyes are enchanted gemstones. Each Petradonian has a mineral or metal which courses through their body, creating vein-like streaks across their body.
\nTrait | Description |
---|---|
Lifespan | 750 years |
Maturity | Petradonians reach maturity at age 20 |
Height | 3' - 8' (0.9m - 2.4m) |
Weight | Yes |
Petradonians are known for being excitable, energetic and always moving towards their next big thing. Trying to keep up with a Petradonian as anything other than a Petradonian is asking for trouble. While other species may seek some quiet and comfort as the sun sets, Petradonians simply see it as part two of their day.
\nThey are born of enchanted rock and mineral, often by accident. If enough of the minerals within a Petradonian are shattered, they may carry enough resonant magic to spawn a new life. This process can take years, but eventually a little stone guy will crop up, ready to take on the world and inheriting some of the traits of their progenitor.
\nPetradonians do not sleep. In fact, they are confused at the notion of sleep. Stop living? Even temporarily? What?
\nAs for food, they do eat. A lot. Petradonians eat virtually anything, from meat and fruit to bugs and, in a pinch, a tasty stone. To compliment their hunger, they often are the reason the local tavern has run out of ale. It takes quite a lot of booze to knock out someone made of rock.
\nInherent makers of fast friendships, Petradonians are often easy to get along with, or at least don't seem to spend much time focusing on grudges.
","categories":[],"ap":0,"hp":0,"ep":0,"xp":0,"muscle":"novice","focus":"novice","knowledge":"novice","charm":"novice","cunning":"novice","spark":"novice","abilities":[],"hands":2},{"id":"stellavian","name":"Stellavian","description":"\n\nGraceful as the stars in the sky and curious as the universe itself, they almost seem more interested in understanding than survival.
\n
Stellavians (\"stuh-LAY-vian\") are sentient humanoid mortals who propagated from Nova. They are aligned with the stars and carry with them an air of mystery and intrigue. Stellavians are known for their intelligence, spellcraft, and unrelenting curiosity.
\nStellavians have vaguely bird-like features on an otherwise humanoid body. They have dark, nearly pure black skin dotted with silvery-white spots and thin lines which form constellations across their body. The skin on their face is lighter than the rest of their body, creating a stark contrast with their inky-black eyes. Their hair may naturally be silver, gold, white, gray, or—rarely—blue.
\nWhile Nova themselves boasted enormous wings, Stellavian wings are vestigial and small, incapable of flight. Located at the top-center of their back, they tend to be covered in black feathers, ranging in size from a few inches to three feet, depending on age. Stellavian wings reach full size upon reaching maturity.
","categories":[],"ap":3,"hp":0,"ep":0,"xp":0,"muscle":"novice","focus":"novice","knowledge":"adept","charm":"novice","cunning":"novice","spark":"novice","abilities":["novas-grace"],"hands":2}],"rules":[{"id":"items","name":"Items and Inventory","description":"Items in Proscenium are pieces of gear you can wield, wear, or use. They are found during your adventure hidden away as treasure, on the shelf at a shop, or packed away in the caravan of a traveling merchant.
\nItems are key to extending the power and play style of your Character. Equipping the right weapons, wearing the right gear, and leveraging the right trinkets can make anyone far more powerful.
\nYour Inventory is the list of Items in your possession. Each Character may hold up to 10 Items in their Inventory. Wielding or wearing Items does not remove them from your Inventory. It's important to be thoughtful about which items to pack with you for an adventure!
\nWhile you may only carry up to 10 Items at a time, you may store an unlimited amount of gear in Containers found in the world.
\nEnsuring the security of the Container is the Character's responsibility! These aren't your typical magic boxes that prevent anyone from stealin' yer stuff. Before choosing to store Items in a Container, you may want to ensure you can trust anyone who knows of its location.
","categories":[],"overrule":null,"order":600},{"id":"item-rarity","name":"Item Rarity","description":"Items have a Rarity, denoting how prized the item itself is.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nRarity | Description |
---|---|
Common | Something you can find anywhere. A simple knife, a bit of rope, a basic weapon. |
Uncommon | Halfway decent quality, worth keeping around. A well crafted sword, finely woven rope, a magic wand. |
Rare | Worth seeking out to further your power. The enchanted spear of a fallen hero, a crystal capable of replaying memories, a glove that enhances your ability to pet dogs. |
Legendary | A unique and powerful artifact, often one of a kind. A masterwork from a legendary blacksmith, armor forged in dragon fire, a pocket watch which can stop time. |
Items in Proscenium can be modified by both Players and the Director using Tweaks and Tempers.
\nA Tweak is a neutral or aiding effect added to an item. The effect can be anything, such as causing your weapon to be completely silent when you use it, or tweaking some fireworks to make the explosion twice as big. Tweaks cannot change an item's Damage Rating or Affinity.
\nA Temper is a secondary neutral or detracting effect added to an item. Tempers are used to counter-balance Tweaks, following the same set of rules. Perhaps your sword was tweaked to be far lighter than usual. A fitting Temper would be that it may shatter if you roll poorly when attacking.
\nTo obtain modifications to an item, a Player must leverage the help of a skilled NPC or another Player with a relevant Ability capable of modifying items.
\nTypically, it is quite expensive to modify items. It is rare for a skilled craftsman to offer their services for less than the value of a Rare item as compensation.
\nFor every Tweak applied to an item, a Temper should also be applied, unless otherwise stated by an ability or item.
\nWhen creating Tweaks and Tempers for an existing item, the Player who owns the item should choose either the Tweak or Temper, while the Director chooses the other. Both should agree on what is fair with the goal of adding a helpful twist to the item at the cost of universal utility.
\nA table of suggested Tweaks and Tempers can be found in the setting resources.
","categories":[],"overrule":null,"order":605},{"id":"item-affinity","name":"Item Affinity","description":"Items may declare their Affinity, specifying which of your Talents will be used with the item.
\nEach type of item may specify an affinity for different purposes:
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nItem Type | Affinity Purporse |
---|---|
Wielded | Determines which Talent to roll for Attack Rolls. For example, if your warhammer has a Muscle affinity, you will roll with your Muscle prowess when making Attack Rolls. |
Worn | Determines which Talent defines your Defense Challenge. For example, if you are wearing armor with Cunning affinity, your Cunning Prowess is your Defense Challenge. If a worn item specifies no affinity, it provides no Defense Challenge bonus. |
Trinket | Determines which Talent to roll if the Trinket has an innate ability. For example, if the item is an arcane spell scroll with a Knowledge affinity, you will roll with your Knowledge prowess when invoking the spell. |
Proscenium does not use exact currency and prices in its economy. Instead, most trading is done by exchanging and bartering.
\nRarity determines the relative value of a given item, with each Rarity category worth ten times as much as the previous.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nRarity | Value |
---|---|
Common | 1x Common |
Uncommon | 10x Common |
Rare | 10x Uncommon 100x Common |
Legendary | 10x Rare 100x Uncommon 1000x Common |
Tokens are a type of Trinket which have no effect other than holding the value of a given rarity of item. Tokens are useful for streamlining exchanges of goods or placing valuable loot drops.
","categories":[],"overrule":null,"order":604},{"id":"item-types","name":"Types of Items","description":"Items in Proscenium fall into three categories: Wielded, Worn, and Trinket.
\nWielded items are weapons, wands, staves, shields, tools, or anything that is often held and leveraged for damage or effect.
\nWielded items will list themselves as one or two-handed. Each Character can wield two one-handed items or one two-handed item, unless otherwise specified by their Species.
\nWorn items include armor, clothing, robes, rings, and anything you would wear to leverage its effects.
\nEach Character has five standard Slots for equipping worn items:
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSlot | Description |
---|---|
Headgear | Worn on the head. Includes hats, cowls, helmets, tiaras, and cats. |
Outfit | A full-body outfit that offers some kind of protection. This is separate from common clothing, but can be anything from armor to a robe. |
Gloves | Gotta protect those hands! Includes gauntlets, hand wraps, and cozy mittens. Does not include fist-worn weapons, such as brass knuckles, which would instead be Wielded. |
Boots | Made for walking. Includes boots, greaves, clogs, tapdancing shoes, etc. |
Adornment | Any kind of enchanted worn jewelry that is not covered by other categories. Amulets, rings, piercings. |
Each worn item will list its Slot. You may only equip one item to each Slot.
\nSome items use unique Slots, allowing them to be worn alongside an otherwise full outfit. There is no limit to how many unique Slot items you can wear, aside from your maximum Inventory size.
\nTrinket items are any item that is not wielded nor worn. Typically, these are miscellaneous objects, utilities, or maybe just a pretty cool rock.
","categories":[],"overrule":null,"order":601},{"id":"pcr:distances","name":"Distances","description":"Distance is categorized into the following groups based on the relative space between entities.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCategory | Distance | Description |
---|---|---|
Melee | 5ft / 1.5m | Close enough to bash them with a rock |
Nearby | 25ft / 7.5m | Close enough to throw a rock at 'em |
In Range | 100ft / 30m | Close enough to throw a rock at 'em if you've got great aim |
Distant | >100ft / >30m | Too far to hit with a rock, which is a shame |
A Character's Defense Challenge refers to how hard it is to damage them, marking what the Challenge an attack roll against them would be.
\nWithout armor or abilities, a Character has a default Defense Challenge of Novice. Gear and abilities may improve or alter this rating.
","categories":[],"overrule":null,"order":701},{"id":"pcr:baggage","name":"Baggage","description":"Baggage refers to a list of permanent traumas, ailments, conditions, and complications which your Character may accrue during gameplay.
\nWhenever your character is Dropped or otherwise severely impacted by mental or physical trauma, gain an additional piece of Baggage. The details of the Baggage and the impacts it has on your Character can be determined immediately between you and the Director, or it can be determined at a later time when there is room to explore it.
\nThe Baggage received upon being Dropped should ideally be tailored to the details of how it happened. Baggage may have direct mechanical effects such as hindering roll outcomes, or may be permanent personality or physical traits that come into play in fiction.
\nScenario | Baggage |
---|---|
You were blown up by a giant fireball | Your face is now visibly scorched. |
An evil wizard had control of your mind, sending you into battle as his thrall | You now have difficulty trusting your own perceptions. You can never be certain if what you're seeing is real. |
Someone you considered an ally double-crossed you | You have trust issues. Charm roll outcomes drop by 1 rank. |
You are sliced up real bad | You lose a limb |
You swashbuckled a bit too hard and lost a pirate swordfight | Your character now wears an eyepatch. Your depth perception is hindered, making ranged attack rolls drop by 1 rank. |
Abilities and Items which deal damage to an entity may deal Physical or Arcane damage and will list their Damage Rating, which represents the amount of damage you will deal upon a Successful attack.
\nPhysical Damage is dealt when the material body of the target. Slashing with a sword, blowing up with a fireball, or striking with lightning are all examples of Physical Damage. Physical Damage is the most common form of damage, as well as the easier form of damage to mitigate.
\nArcane Damage is dealt when the ability or item affects the metaphysical strength of a target. Psychic attacks, dimensional alterations, and unnatural expressions of magic are examples of Arcane Damage. Arcane Damage is harder to mitigate, but is not always as effective as Physical Damage.
\nDamage is tracked by counting up from 0. If your Damage level reaches your Health Point maximum, you will become Dropped.
","categories":[],"overrule":null,"order":702},{"id":"pcr:dropped","name":"Dropped","description":"If you sustain enough Damage that it meets or surpasses your Health Points, you will become Dropped.
\nWhile Dropped, you are at death's door. You will remain Dropped until the end of the Scene or the next moment in-fiction where your Character can awaken. If you receive any form of healing while Dropped, you pop back up.
\nThe moment you are Dropped, you gain an additional piece of Baggage. The specifics of the Baggage may be determined immediately, or shortly after the scene ends.
\nEach time you are Dropped or take damage while Dropped, make a Fate roll. If the result is less than the amount of Baggage your Character has, you will perish.
","categories":[],"overrule":null,"order":703},{"id":"pcr:stage-play","name":"Stage Play","description":"Upon entering combat or a similarly complex multi-group scene, gameplay becomes turn based as we enter Stage Play.
\nWhile in Stage Play, each involved party takes a turn as a group. The currently active group is In Action, while all other parties are On Cue. While a character is On Cue, their Cue abilities are active and can be triggered, at which time the character has agency to act even if they are not currently In Action.
\nThe Director determines the order of turns for all parties based on the scenario at the beginning of the Stage Play. For example, if the Players are ambushed, the aggressors would have the first move.
\nWhen your group is In Action, your party may perform their Actions in any order. You do not need to use all of your actions before the end of your turn.
\nWhen your group is In Action, you may invoke up to 2 Action abilities.
\nIn addition to your learned abilities, every character has the following basic actions:
\nWhile your group is On Cue, your Cue abilities are active and may be triggered by anything in the ongoing scene.
\nYou may only invoke one Cue ability while on Cue until your next turn In Action.
","categories":[],"overrule":null,"order":700},{"id":"pcr:rest","name":"Rest","description":"You may choose to Rest on your journey in a safe location. Resting takes 1 hour and costs each Character 1 Exhaustion Point. If you do not have any available EP, your character does not benefit from a Rest.
\nUpon completing a Rest, remove up to 5 points of accrued Damage and regain all of your Ability Points.
\nSome Abilities may provide additional effects which occur on Rest.
","categories":[],"overrule":null,"order":500},{"id":"pcr:respite","name":"Respite","description":"When you are able to find a secure location to rest for at least a full day, you have found Respite.
\nThis must be a scenario in which your character does not need to be \"on\" for a full day.
\nAt the end of the respite, you remove all accrued Damage and restore all Ability Points and Exhaustion Points.
","categories":[],"overrule":null,"order":501},{"id":"fate-roll","name":"Fate Rolls","description":"A Fate Roll occurs when a scenario does not call for any Talent, or is completely outside the control of any Player. Fate Rolls are a single D20 and must roll at least an 11 to succeed unless otherwise specified by an Item, Ability, or game rule.
","categories":[],"overrule":null,"order":301},{"id":"dice","name":"Rolling Dice","description":"Rolls determine the outcome of complex Character actions in a Scene. Perhaps you are attempting to jump across a large chasm, or trying to haggle on the price of a rare weapon.
\nIn Proscenium, you roll one, two, or three 20-sided dice (D20) to determine how your actions play out.
\nDetermine which Talent you will roll with. If you are attacking with a weapon or using an ability, the item or ability may specify which Talent to use. Otherwise, consult with the Director to agree on which Talent best fits the scenario.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTalent | Use |
---|---|
Muscle | Feats of strength |
Focus | Concentration and deduction |
Knowledge | Smarts and history |
Charm | Socializing, performing, and convincing |
Cunning | Spinning lies, sleight of hand, survival instinct |
Spark | Supernatural actions and magic |
Your Prowess in the chosen Talent informs how many 20-sided dice (D20) to roll.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nProwess | Number of D20s to Roll |
---|---|
Novice | 1 |
Adept | 2 |
Master | 3 |
The Director will tell you what the Challenge of the roll is.
\nIf your Prowess does not match or exceed the Challenge of a roll, you will incur a negative side effect even when succeeding your roll.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nChallenge | Description | Minimum Successful Roll |
---|---|---|
Novice | Something most anyone could reasonably accomplish with or without training | 5 |
Adept | A task that would be trivial for an experienced Character, but difficult without it | 11 |
Master | A daunting task with higher risks, suited for those who are confident in their ability | 16 |
Theatrical | A nearly-impossible feat, reserved only for the most epic moments in your tale | 20 |
Roll the dice! Note the highest single number from all of the dice you roll. For example, if you rolled three dice resulting in 6, 17, and 11, you would use the 17 as your roll.
\nIf you meet or exceed the minimum successful roll for the Challenge level, your roll is a Success and you accomplish your task. Otherwise, it is a Mishap, and things go awry!
\nAdditionally, if your Prowess was less than the Challenge of the roll, you incur an additional complication from the Director, regardless of success. It's best to focus on your strong suits, but sometimes reaching for a harder challenge may be worth it despite the risks.
\nItems and Abilities may specify unique effects that occur on Successes or Mishaps.
","categories":[],"overrule":null,"order":300},{"id":"director","name":"The Director","description":"The Director weaves player actions into a cohesive story.
\nThe Director's job is to run the table and ensure that everyone is having fun and feeling safe to explore and express themselves.
\nAs the Director, you play the role of every non-player character (NPC) in the world, and are responsible for their decisions, actions and rolls.
","categories":[],"overrule":null,"order":101},{"id":"sitting-down","name":"Sitting Down to Play","description":"Your Table is your storytelling sanctuary.
\nAt your Table are the Players who control their Characters, and the Director who facilitates the game session and controls non-player characters (NPCs). In other systems, the Director may be known as the \"Game Master.\"
","categories":[],"overrule":null,"order":100},{"id":"players","name":"The Players","description":"The Players drive the story forward. They are the central focus of the game as they control their Characters, explore the world, and grow as a party.
\nAs a Player, you have agency to move and act within the fiction of the story. You are an equal participant in the storytelling and are in charge of bringing your character to life with the help of the other Players and your Director.
\nPlayers say what they want their Character to do, and the Director will determine how those actions will be resolved. Players can do just about anything you can think of, so long as it makes sense within the context of the current scene.
","categories":[],"overrule":null,"order":102},{"id":"pcr:methods","name":"Methods","description":"Methods are collections of Abilities which you may unlock to enhance and customize your character. Any character may unlock Abilities from any Method, provided you have the available Experience Points and meet all prerequisites.
\nYou may choose to unlock Abilities from Methods whenever you find Respite.
\nThe Ability becomes immediately available after your Respite concludes.
\nMethods contain groups of Abilities called Ranks. Abilities may only be unlocked if they are in the first Rank, or if you have unlocked at least one ability from the prior Rank.
\nFor example, if a Method has an ability in Rank 4 which you would like to unlock, you must first unlock a Rank 1, Rank 2, and Rank 3 ability from that method.
\nYou do not need to unlock each ability in each Rank before moving to the next Rank, but there are no limitations on how many Abilities from a Rank you may unlock.
","categories":[],"overrule":null,"order":400},{"id":"pcr:abilities","name":"Abilities","description":"Abilities in Proscenium are skills which enhance your character and are unlocked by spending Experience Points. There are three types of Abilities.
\nAction abilities are abilities which can be invoked at will, provided you have the available Ability Points. While in Stage Play, you may perform two Action abilities when you are In Action.
\nCue abilities can be invoked only once a condition has been met. For example, you may have a Cue which allows you to counter-attack when a melee Basic Attack misses you.
\nCues can be triggered during Stage Play while you are On Cue or In Action. You may invoke one Cue ability per round while On Cue. While In Action, using a Cue ability counts towards your turn's actions.
\nTraits are passive abilities which provide a constant modifier, usually some kind of boon. For example, a Trait may provide additional effects when your Character finds Rest.
","categories":[],"overrule":null,"order":401},{"id":"species","name":"Character Species","description":"The Species of your Character determines not only their physical appearance, but their starting Abilities, Stats and Talent Prowess.
\nBrowse the Species available in the scenario you're playing to see what options are best for you and your Character.
","categories":[],"overrule":null,"order":201},{"id":"stats","name":"Character Stats","description":"Stats are properties of your Character which define the extent of their ability to adventure.
\nThere are four stats for each Character:
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nStat | Abbreviation | Description |
---|---|---|
Health Points | HP | How much Damage you can sustain before becoming Dropped |
Ability Points | AP | How many Abilities you can use before needing to Rest |
Exhaustion Points | EP | How far you can push yourself during adventure |
Experience Points | XP | Used to enhance your Character's abilities |
A Talent is a representation of your Character's Prowess. Talents are used when making Rolls to see how your Character fares in a situation.
\nFor each Talent, your Character may be Novice (1d20), Adept (2d20), or Master (3d20).
\nThere are six talents for each Character:
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTalent | Use |
---|---|
Muscle | Performing physically intensive tasks or leveraging the natural resilience of your body. Used when making melee weapon attacks. |
Focus | Reading subtleties, picking up hints, tracking your prey, or making determinations. Used when making ranged weapon attacks. |
Knowledge | Deciphering language, recalling history or generally having book smarts. |
Charm | Swaying hearts, performing for an audience, or generally being a likable. |
Cunning | Deception, quick thinking, deft actions, and survival. |
Spark | Prowess in supernatural or otherworldly powers. In the default setting, Spark is used for spells, arcane abilities, and general connection to magic. |
Characters are the in-fiction entities controlled by Players. They differ from NPCs in that they have independent autonomy from the Director, as well as having a bit more of a buffer between themselves and certain doom. Just a light bit of plot armor, if you will.
","categories":[],"overrule":null,"order":200}],"resources":[{"id":"rolling-example","name":"Example: Rolling Dice","description":"The Situation: Astella was captured by the local city guard and was thrown in prison. She is trying to escape her cell by quietly picking the lock from the inside after the guard is out of earshot.
\nPick The Talent: Since the action is picking a lock, this is a Cunning roll. Astella is Adept in Cunning, so she will roll 2 D20s.
\nNote the Challenge: The Director informs Astella that the challenge for this roll will be Master because she is lock-picking without her tools and from captivity. As Astella is only Adept, her roll outcome will be lowered by 1 rank.
\nMake the Roll: Astella rolls her 2 dice: 9 and 18. The highest is an 18 which is a Success, dropping 1 rank down to a Snag.
\nPlay the Scene: The lock clicks open, freeing Astella from her cell, but the Director adds a Bane: the lock fell to the ground with a loud metallic clank, and Astella hears the guard rushing back!
","categories":["Guide","Example"],"type":"text"},{"id":"world-map","name":"World Map","description":"A map of the United City Spires
","categories":[],"type":"image","url":"https://spires.wiki/mediawiki/images/thumb/a/a4/UCS_world_map_updated.jpg/1920px-UCS_world_map_updated.jpg"},{"id":"lelatoll","name":"Lelatoll","description":"Lelatoll (pronounced: LAYLA-toll) is a City Spire and member of the UCS. It is nestled in the southwest of the UCS.
\nLelatoll's primary feature is a massive waterfall of warm, magic-infused water which flows from a spring atop a rocky outcropping. The spring comes from the hidden, dormant ancient of Lelatoll: Brik.
\nBrik is an ancient in the form of a massive clam, and though they are dormant, they perpetually bubble water from their shell, which is the genesis of the waterfalls of Lelatoll.
\nThe waters of Lelatoll start incredibly warm, cooling rapidly as it flows throughout the city, ultimately becoming nearly ice before flowing over the southern side of the spire, forming the Great Icefall of Lelatoll.
\nThe city was constructed around the water, using water wheels to power machinery, as well as the myriad canals for transportation of goods and people. The upper echelons of the city benefit from the warmth of the water, making a near-tropical feeling air in the northernmost blocks. As it cools, so to does the air in the city, making it colder the further south you explore.
\nSee Lelatoll on the Spires Wiki for more details.
","categories":["City Spire","Location","Spire"],"type":"text"},{"id":"ancients","name":"Ancients","description":"Ancients are godlike creatures who seem to predate time itself. They are the first and original denizens of the world, and even predate The Great Spires themselves.
\nAncients vary wildly in shape and size, as well as power. Some ancients control aspects of reality such as light, time, or life. Others are simple tricksters, lazy sunbathers, or locked in endless pursuits.
\nEach Ancient is unique and immortal, though ancients may be unraveled or go dormant.
\nThough Mortals may consider this to be \"slaying\" an ancient, that is not technically accurate. Ancients cannot truly die. If an ancient's physical form is destroyed, the magic of that ancient is released back into the world, and will ultimately coalesce back into a physical form after hundreds or thousands of years.
\nAn Ancient may go dormant for eons, entering a state not unlike hibernation, and taking on a unique dormant form. Ancients go dormant for many reasons, though the most common use of dormancy is to share their magic with their surroundings while remaining rested. This is the case for the five ancients associated with the City Spires of the UCS.
","categories":["Lore"],"type":"text"},{"id":"skyhook","name":"Skyhook","description":"Three spires form together as one to create a home for the fiercest warriors and the most enlightened scholars. Often, they are the same people.
\nThree great mountains rise high above the usual height of the spires, connected by vast networks of wooden bridges, criss-crossing and spiraling around the mountainsides.
\nThe three spires which comprise Skyhook each have a unique climate, despite their relative proximity.
\nThe northwest spire, dubbed \"The Breath,\" is cool and windy, often drizzling a light, misty rain.
\nThe northeast spire, called \"The Will,\" is clear, warm and dry. Most recreation and residential buildings are found in The Will.
\nThe southern spire, called \"The Strength,\" is a harsh entry to the city. Frigid and snowy, it offers the perfect first defense to the northern two spires from the only land bridge connecting Skyhook to the rest of the Great Spires.
\nIn the air, ships can be seen circling each spire, keeping watch.
\nSkyhook gets its name from the network of highline wires which connect the three spires, with hooks to grab onto and zipline from spire to spire.
\nSee Skyhook on the Spires Wiki for more details.
","categories":["City Spire","Location","Spire"],"type":"text"},{"id":"mysthull","name":"Mysthull","description":"Phonetic: \"Mist-ull\" (basically a silent \"h\")
\nA pirate's dream and a mage's paradise, Mysthull produces enchanted airships for the UCS.
\nThe cool air of the Mysthull spire welcomes you as you set your eyes on the magic-laden city. Your eyes are immediately drawn to the tall hill towards the north end of the spire. Atop the rolling grassy hill sits a multi-story stonework building, atop which resides what appears to be a small wooden boardwalk. A massive airship adorned with gold banners floats several hundred feet above the building, flanked by two far smaller ships. After a brief moment, one of the two ships seems to dive down towards the rooftop dock below, exchanging a few people before lifting back up to the sky and reconnecting with the flagship.
\nSpiraling down the hillside is a cobblestone road, dotted with shops, taverns and the occasional square on broader juts of the hill.
\nAs the road approaches the base of the hill, it spreads like a delta into a large gathering square, then breaks out into several winding roads, meandering drunkenly throughout the city, as though the paths were paved behind a late night tavern patron finding their way back to the docks.
\nThe entirety of the south and west sides of the spire are dedicated to dock space, dotted with airships moored while the crews restock and relax. Ships come and go every few hours, creating an ever present gradient of tired sailors and antsy adventurers.
\nThe air is sweet with the smell of alcohol, and the distant sound of a bustling merchant square rings constant.
\nSee Mysthull on the Spires Wiki for more details.
","categories":["City Spire","Location","Spire"],"type":"text"},{"id":"goldspire","name":"Goldspire","description":"The central spire of the UCS and the largest city by far. A sprawling, dense cityscape and the commercial hub of the known mortal world. The streets are dense with citizens, travelers, merchants and nobles, almost always with somewhere to be. The city spans the majority of this most massive of spiretops, though the walls of the city do not reach all the way to the edge of the spire. That said, just outside the city walls, one may find tents and camps from less-than-perfectly-welcome merchants.
\nSee Goldspire on the Spires Wiki for more details.
","categories":["City Spire","Location","Spire"],"type":"text"},{"id":"the-great-spires","name":"The Great Spires","description":"The world of The Great Spires is comprised of an endless expanse earthen spires connected by naturally formed land bridges. The spires raise high into the sky, with a thick layer of clouds hundreds of feet below the average spiretop. Most spires are plateaus on top, though it is not uncommon for a spire to have mountains or crags atop them as well.
\nThe spires are made primarily of an orange-red earthen stone. Each spire has its own unique climate and weather, which extends only to the edge of the spire itself. The space between spires, called \"Stasis\", is permanently dry and sunny, though it is not often that people choose to spend a long time in the Stasis, as most civilization is found atop the spires.
\nIt is not uncommon for a spire to have a flow of water ultimately run off the edge, creating a massive waterfall sometimes referred to as a \"spirefall.\"
\nFlying ships dot the skies of the Great Spires, sailing enchanted hulls through the air to carry goods, people, or pirates.
","categories":["Lore"],"type":"text"},{"id":"arcwild","name":"Arcwild","description":"A technical marvel, with steampunk technology in a cyberpunk vibe. The dormant ancient of this spire is a massive electric eel which wraps around the spire itself, providing an endless flow of wild, crackling magic electricity. This crackling magic has been worked seamlessly into Arcwild, powering the city, and in turn, powering the rival inventor-gangs in their endless battle for dominance of the spire.
\nArcwild is in a constant power struggle between three prevailing houses:
\nMortal refers to any species which can be permanently killed or which naturally dies. This contrasts Ancients, who cannot be truly slain, but instead re-manifest over time.
\nIn casual conversation, \"mortal\" generally refers to sentient species who participate in modern society, rather than critters and fauna.
\nMortals were originally brought to the plane from Ancients who decided to sacrifice their own existence to spawn a species of Mortals, believing it to be a way to experience the world in a more meaningful way. This process is called Propagation.
","categories":["Lore"],"type":"text"}]} \ No newline at end of file diff --git a/src/index.ts b/src/index.ts index 4f0ca63..23d166c 100644 --- a/src/index.ts +++ b/src/index.ts @@ -31,14 +31,15 @@ async function processBinding({ inputFilePath, options }: CLIArguments) { return ExitCode.Success; } + if (options.markdown) { + await compileMarkdownInPlaybill(binding); + } + // Serialize (default: JSON) let serializedPlaybill = ""; switch (options.renderer) { case "json": - if (options.markdown) { - await compileMarkdownInPlaybill(binding); - } serializedPlaybill = binding.playbill.serialize(); break; case "html": diff --git a/src/lib/pfm.ts b/src/lib/pfm.ts index cc18025..9584462 100644 --- a/src/lib/pfm.ts +++ b/src/lib/pfm.ts @@ -8,7 +8,10 @@ import { toSlug } from "./slug"; import rehypeRaw from "rehype-raw"; import remarkGfm from "remark-gfm"; import rehypeShiftHeading from "rehype-shift-heading"; -import type { AnyPlaybillComponent } from "@proscenium/playbill"; +import { + parseProsceniumScript, + type AnyPlaybillComponent, +} from "@proscenium/playbill"; export type MarkdownParserFunction = (input: string) => Promise