Initial games
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.gitignore
vendored
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.gitignore
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build/
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*.log
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content.opf
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.DS_Store
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*.*~
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*-epub/
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Makefile
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Makefile
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include Targets
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all: $(TARGETS)
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$(TARGETS):
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- mkdir -p build/$@
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- cp -R src/$@/images build/$@/
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- cp -R src/$@/images build/$@/
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- cp src/$@/*.jpg build/$@/
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- cp src/$@/*.png build/$@/
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- test -f ./src/$@/$@.md && pandoc -s ./src/$@/$@.tex -o ./build/$@.md --standalone --mathjax && cat ./build/$@.md | sed -e 's/\(::: center\)//g' | sed -e 's/::://g' > ./build/$@.md.tmp && mv ./build/$@.md.tmp ./build/$@.md
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- test -f ./src/$@/$@.html && pandoc -B css/include.txt -s ./src/$@/$@.tex -o ./build/$@/$@.html --standalone --embed-resources=true
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- test -f ./src/$@/$@.cfg && test -f ./src/$@/$@.tex && tex4ebook -c ./src/$@/$@.cfg -d build/ ./src/$@/$@.tex && rm -rf $@-epub && rm $@*.*
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- test -f ./src/$@/$@.adobe && test -f ./src/$@/$@.tex && xelatex --output-format=pdf --output-directory=build/ --directory=build/ ./src/$@/$@.tex
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- test -f ./src/$@/$@.oo && test -f ./src/$@/$@.tex && pandoc -V title:"" -V author:"" -s ./src/$@/$@.tex -o ./build/$@.odt --embed-resources=true --standalone
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- test -f ./src/$@/$@.docx && test -f ./src/$@/$@.tex && pandoc -V title:"" -V author:"" -s ./src/$@/$@.tex -o ./build/$@.docx --embed-resources=true --standalone
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clean:
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- rm -rf build
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Targets
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Targets
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TARGETS=Aetheria AdventureCafe CultOfTheElephant DinosaurZoo DinosaurZooAdventures TheInferno
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src/AdventureCafe/AdventureCafe.adobe
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src/AdventureCafe/AdventureCafe.adobe
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src/AdventureCafe/AdventureCafe.tex
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src/AdventureCafe/AdventureCafe.tex
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\documentclass{article}
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\usepackage[a4paper]{geometry}
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\usepackage{graphicx}
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\usepackage{tikz}
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\usepackage{tcolorbox}
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\usepackage{multicol}
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\usepackage{hyperref}
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\usepackage{fancyhdr}
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\usepackage[dvipsnames]{xcolor}
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\graphicspath{ {./src/AdventureCafe} }
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\definecolor{parchment}{HTML}{FCF5E5}
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\definecolor{lightpurple}{HTML}{E8BCF0}
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\definecolor{deeppurple}{HTML}{7600BC}
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\definecolor{shadecolor}{named}{lightpurple}
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\pagestyle{fancyplain}
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\fancyhf{}
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\renewcommand{\headrulewidth}{0pt}
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\tcbuselibrary{breakable}
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\tcbset{
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width=\columnwidth,
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halign=justify,
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center,
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breakable,
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colback=lightpurple
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}
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\begin{document}
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\begin{minipage}[s][.7\paperheight][t]{\columnwidth}
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\begin{multicols}{2}
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\begin{center}
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{\color{deeppurple} \huge Café Adventure}
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\newline
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{\large A Fantasy Setting for}
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\newline
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{\textbf{Risus: The Anything RPG}}
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\newline
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{by William Moore}
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\end{center}
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Welcome to the ``Café Adventure'' setting! You and your fellow players will be employees at one of their many café around the world. Your job, and hopefully only this job, is to serve over-priced caffeinated drinks and pastries to pretentious beings, many of which can't handle anything served but come ``to be seen.'' And this is all you and your fellow players should expect until the game master/mistress (GM) turns your collective lives upside down.
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\section*{About Risus}
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Risus: The Anything RPG is a simplistic and minimalisic approach to role-playing games. It's pronounced ``REE-SOOS'', which has the ``R'' rolled and is Latin for ``laughter''. For the purposes of this setting, you'll need a copy of the rules found on \url{https://www.risusrpg.com/}. The rules are straight-forward, fun, and a pleasant read for interested individuals! Once you've read the tome which is Resus: The Anything RPG rules, and you have all the necessary elements such as dice, you'll be ready to be a servant — excuse me — operative of the barrista arts.
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\section*{Clichés}
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Risus adventures are absolutely boring without clichés and ``Café Adventure'' is no exception. The following are just samples of ones found in a café setting:
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\newline
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\newline
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\noindent \textbf{Author}: They drink coffee in copious amounts and write masterpieces, or at the least what they consider to be masterpieces.
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\newline
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\newline
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\textbf{Barrista}: That's right! You got the skills to make coffee in a coffee shop. Amazing, isn't it?
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\newline
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\newline
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\textbf{General Manager}: You manage the store and your job sucks, but don't take it out on the lower level employees because their jobs suck, too.
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\newline
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\newline
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\textbf{Janitor}: You're the lucky one who gets to clean the facilities of the entire place. Be careful not to come into too much contact with the chemicals as they anger up the blood.
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\newline
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\newline
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\textbf{Pastry Dispenser}: These shops are so siloed, forcing people to specialize in distributing pastries. It's a tough task.
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\newline
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\newline
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\textbf{Patron}: You come in occasionally and buy stuff. Not quite a regular, but not quite a new person. Somewhere in-between.
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\newline
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\newline
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\textbf{Philosopher}: They sit around and drink coffee, eat pastries, and talk about things in an in-depth sort of way nobody ever talks about because the regular person doesn't care!
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\newline
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\newline
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\textbf{Poet}: These people drink up their favorite caffeinated beverage and write poetry all day long. It's not really clear what else they do.
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\newline
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\newline
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\textbf{Regular Patron}: You come here often enough people know your name and might even shout it as you enter the establishment, which may optionally be to applause.
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\newline
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\newline
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\textbf{Shift Manager}: You manage the shift. It's all there is to it, supposedly. Nothing else is done, including managing employees, time schedules, and making sure things are stocked right, which is an urban legend.
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\section*{Running an Adventure}
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The world of cafés are ``complicated''. There is certainly a large amount of action, but most of it is extremely mundane. So, to spice things up, the GM should come up with something ``out of sight'', creating an enjoyable plot, action, and other elements of story.
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If they're unfamiliar, GMs can probably very easily sit any local coffee purveyor, aborbing all the happenings. From there, because this is a fantasy-like setting, build off of the basic operations of a café and liberally sprinkle high or low fantasy elements. It most likely won't be too different than constructing any other kind of adventure.
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Just run with it and you'll find the jobs the characters find themselves starting with to be inconsequential when compared to something like a gelatinous blob entering their work, eating all the customers, and causing bad word of mouth throughout the town.
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\end{multicols}
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\begin{tcolorbox}
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{\color{black} \copyright\, 2024 William Moore. This work is distributed using the \href{https://creativecommons.org/licenses/by-nc-sa/4.0/}{Creative Commons BY-NC-SA 4.0} license.}
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\end{tcolorbox}
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\end{minipage}
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\end{document}
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src/CultOfTheElephant/CultOfTheElephant.adobe
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src/CultOfTheElephant/CultOfTheElephant.adobe
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src/CultOfTheElephant/CultOfTheElephant.tex
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src/CultOfTheElephant/CultOfTheElephant.tex
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\documentclass{article}
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\usepackage[a4paper]{geometry}
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\usepackage{graphicx}
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\usepackage{tikz}
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\usepackage{tcolorbox}
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\usepackage{multicol}
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\usepackage{hyperref}
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\usepackage{fancyhdr}
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\usepackage[dvipsnames]{xcolor}
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\graphicspath{ {./src/CultOfTheElephant} }
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\definecolor{parchment}{HTML}{FCF5E5}
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\definecolor{lightpurple}{HTML}{E8BCF0}
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\definecolor{deeppurple}{HTML}{7600BC}
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\definecolor{shadecolor}{named}{lightpurple}
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\pagestyle{fancyplain}
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\fancyhf{}
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\renewcommand{\headrulewidth}{0pt}
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\tcbuselibrary{breakable}
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\tcbset{
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width=\columnwidth,
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halign=justify,
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center,
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breakable,
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colback=lightpurple
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}
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\begin{document}
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\begin{minipage}[s][.7\paperheight][t]{\columnwidth}
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\begin{multicols}{2}
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\begin{center}
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{\color{deeppurple} \huge The Cult of the Elephant}
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\newline
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{\large A Setting for}
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\newline
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{\textbf{Risus: The Anything RPG}}
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\newline
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{by William Moore}
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\end{center}
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Welcome to the ``Cult of the Elephant'' setting! You and your fellow players will be members of the ``holy'' Cult of the Elephant, who's mascot is the profile of a red-shaded elephant. It is a vehicle for corruption of mind, body, and soul, all for the purposes of domination of every aspect of life. This includes government, both local, national, and international.
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At first glance, this seems like a dark setting. In a way, it is true. However, it lends itself to parody of right-wing parties locally and abroad. Please keep this in mind when playing in this setting.
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\section*{About Risus}
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Risus: The Anything RPG is a simplistic and minimalisic approach to role-playing games. It's pronounced ``REE-SOOS'', which has the ``R'' rolled and is Latin for ``laughter''. For the purposes of this setting, you'll need a copy of the rules found on \url{https://www.risusrpg.com/}. The rules are straight-forward, fun, and a pleasant read for interested individuals! Once you've read the tome which is Resus: The Anything RPG rules, and you have all the necessary elements such as dice, you'll be ready for world domination.
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\section*{Clichés}
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Risus adventures are absolutely boring without clichés and ``Cult of the Elephant'' is no exception. The following are just samples of ones found in a café setting:
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\newline
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\newline
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\noindent \textbf{Bigot}: Buying into the whole blame applied towards those different than what the Cult wants people to be, bigots will employ irrational tactics to justify their disgust or hatred.
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\newline
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\textbf{Demagogue}: The cult is putting forth all they can to keep you not only on their side but at the fore of all thoughts.
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\newline
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\textbf{Dyed-in-the-wool Loyalist}: Guided by unconditional and unearned loyalty towards the cult, they unwaveringly do all they can for any personality or cause related to the cult.
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\newline
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\textbf{Election Rigger}: Using their tools, they will do the unnecessary: rig an election in the favor of Cult of the Elephant candidates.
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\newline
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\textbf{Entertainment Anchor}: Rallying the troops, so to speak, these people will move, shake, and — more importantly — lie all for the Cult.
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\newline
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\textbf{Influencer}: Utilizing their massive following, the influencer pushes agenda to the masses in byte sized video segments.
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\newline
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\textbf{Pundit}: Using their skills of logic twisting, the pundit will make patently false statement in such a way to confuse people to believing them.
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\newline
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\textbf{Third-party Candidate}: Serving only to disrupt the election cycles of the ``other people'', they use dark monies to keep their campaigns going.
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\section*{Running an Adventure}
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The world is a scary place and the cult aims to keep it this way to satisfy their goals of money and power. Players will fall in alignment with this perspective, at least initially. Game masters/mistresses (GM) need to keep this in mind when designing and evaluating adventure structure. Something to keep in mind: there are public figures representing their ideals, usually covertly behind a smile and some false façade like a religious perspective. Also, there are the secret masters pulling the strings of these figures, keeping them in alignment with the secret masters' goals. What exactly are these goals are up to the GM.
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\end{multicols}
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\begin{tcolorbox}
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{\color{black} \copyright\, 2024 William Moore. This work is distributed using the \href{https://creativecommons.org/licenses/by-nc-sa/4.0/}{Creative Commons BY-NC-SA 4.0} license.}
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\end{tcolorbox}
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\end{minipage}
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\end{document}
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src/DinosaurZoo/DinosaurZoo.adobe
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src/DinosaurZoo/DinosaurZoo.adobe
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src/DinosaurZoo/DinosaurZoo.tex
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\documentclass{article}
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\usepackage[a4paper]{geometry}
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\usepackage{graphicx}
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\usepackage{tikz}
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\usepackage{tcolorbox}
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\usepackage{multicol}
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\usepackage{hyperref}
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\usepackage{fancyhdr}
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\usepackage[dvipsnames]{xcolor}
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\graphicspath{ {./src/DinosaurZoo} }
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\definecolor{parchment}{HTML}{FCF5E5}
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\definecolor{lightpurple}{HTML}{E8BCF0}
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\definecolor{deeppurple}{HTML}{7600BC}
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\definecolor{shadecolor}{named}{lightpurple}
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\pagestyle{fancyplain}
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\fancyhf{}
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\renewcommand{\headrulewidth}{0pt}
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\tcbuselibrary{breakable}
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\tcbset{
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width=\columnwidth,
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halign=justify,
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center,
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breakable,
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colback=lightpurple
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}
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\begin{document}
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\begin{minipage}[s][.7\paperheight][t]{\columnwidth}
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\begin{multicols}{2}
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\begin{center}
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{\color{deeppurple} \huge Dinosaur Zoo}
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\newline
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{\large A Setting for}
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\newline
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{\textbf{Risus: The Anything RPG}}
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\newline
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{by William Moore}
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\end{center}
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Deep inside the one of the oceans of the world is an island where living dinosaurs are found! You and your fellow players will be employees at this facility full of dinosaurs. No, not one made famous by a book and movie series, but rather the other one. Your job, and hopefully only this job, is to take care of the many dinosaurs found on the premises. And this is all you and your fellow players should expect until the game master/mistress (GM) turns your collective lives upside down.
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\section*{About Risus}
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Risus: The Anything RPG is a simplistic and minimalisic approach to role-playing games. It's pronounced ``REE-SOOS'', which has the ``R'' rolled and is Latin for ``laughter''. For the purposes of this setting, you'll need a copy of the rules found on \url{https://www.risusrpg.com/}. The rules are straight-forward, fun, and a pleasant read for interested individuals! Once you've read the tome which is Resus: The Anything RPG rules, and you have all the necessary elements such as dice, you'll be ready to clean up ginormous poop.
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\section*{Clichés}
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Risus adventures are absolutely boring without clichés and ``Dinosaur Zoo'' is no exception. The following are just samples of ones found in a café setting:
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\newline
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\newline
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\noindent \textbf{Author}: You write books and you might have written about a fictional park where dinosaurs existed. It doesn't matter now as you're living in the present and writing speculative fiction about it.
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\newline
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\newline
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\textbf{Dinosaur}: You're a dinosaur. It's pretty self-explanitory afterwards.
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\newline
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\newline
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\textbf{Inspector}: Your job is to inspect and report any infractions encountered in the zoo.
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\newline
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\newline
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\textbf{Janitor}: You're the lucky one who gets to clean the facilities of the entire place. Be careful not to come into too much contact with the chemicals as they anger up the blood.
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\newline
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\newline
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\textbf{Journalist}: Only reporting the news, and certainly not a ``puff'' or, conversely, a ``trash'' piece about the zoo and the events that occurred within.
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\newline
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\newline
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\textbf{Lawyer}: You make sure everything up to legal standards within the zoo's operation.
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\newline
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\textbf{Paleontologist}: You're there to see what dinosaurs look like in real life and to study them.
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\newline
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\textbf{Scientist}: You are adept at knowing what a dinosaur needs, including what is needed to make more dinosaurs.
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\newline
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\newline
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\textbf{Visitor}: You're visiting the park for a laugh, all the while not suspecting anything to happen.
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\newline
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\newline
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\textbf{Zookeeper}: Like any other zookeeper before you, you are involved directly with the care and feeding of the creatures of the park. The difference is most zookeepers aren't cleaning up creatures the size of buildings.
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\section*{Running an Adventure}
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Dinosaurs are no longer present in the world, so not much is known about their looks outside very educated guesses and nothing is known about their behaviors. What is known is modern birds and reptiles are their descendants. GMs are allowed to use this and other assumptions about dinosaurs for developing their own adventures off this setting. In fact, it is strongly encouraged to get familiar with various of these ancient beasts before building, or even after building because dinosaurs are just plain cool, an adventure!
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Before the GM knows it, the players will be fleeing, along with many zoo-goers, a Tyrannosaurus Rex chasing them for her next meal like normal people.
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\end{multicols}
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\begin{tcolorbox}
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{\color{black} \copyright\, 2024 William Moore. This work is distributed using the \href{https://creativecommons.org/licenses/by-nc-sa/4.0/}{Creative Commons BY-NC-SA 4.0} license.}
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\end{tcolorbox}
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\end{minipage}
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\end{document}
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src/DinosaurZooAdventures/DinosaurZooAdventures.tex
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src/DinosaurZooAdventures/DinosaurZooAdventures.tex
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\documentclass{article}
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\usepackage[a4paper]{geometry}
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\usepackage{graphicx}
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\usepackage{tikz}
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\usepackage{tcolorbox}
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\usepackage{multicol}
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\usepackage{hyperref}
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\usepackage{fancyhdr}
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\usepackage[dvipsnames]{xcolor}
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\graphicspath{ {./src/DinosaurZoo} }
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\definecolor{parchment}{HTML}{FCF5E5}
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\definecolor{lightpurple}{HTML}{E8BCF0}
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\definecolor{deeppurple}{HTML}{7600BC}
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\definecolor{shadecolor}{named}{lightpurple}
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\pagestyle{fancyplain}
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\fancyhf{}
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\renewcommand{\headrulewidth}{0pt}
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\tcbuselibrary{breakable}
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\tcbset{
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width=\columnwidth,
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halign=justify,
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center,
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breakable,
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colback=lightpurple
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}
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\begin{document}
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\begin{minipage}[s][.7\paperheight][t]{\columnwidth}
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\begin{multicols}{2}
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\begin{center}
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{\color{deeppurple} \huge Dinosaur Zoo \newline Adventures}
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\newline
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{\large Dinosaur Zoo Adventures Hooks for}
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\newline
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{\textbf{Risus: The Anything RPG}}
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\newline
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{by William Moore}
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\end{center}
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Deep inside the one of the oceans of the world is an island where living dinosaurs are found! You and your fellow players will be employees at this facility full of dinosaurs. No, not one made famous by a book and movie series, but rather the other one. Your job, and hopefully only this job, is to take care of the many dinosaurs found on the premises. And this is all you and your fellow players should expect until the game master/mistress (GM) turns your collective lives upside down.
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\section*{About Risus}
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Risus: The Anything RPG is a simplistic and minimalisic approach to role-playing games. It's pronounced ``REE-SOOS'', which has the ``R'' rolled and is Latin for ``laughter''. For the purposes of this setting, you'll need a copy of the rules found on \url{https://www.risusrpg.com/}. The rules are straight-forward, fun, and a pleasant read for interested individuals! Once you've read the tome which is Resus: The Anything RPG rules, and you have all the necessary elements such as dice, you'll be ready to clean up ginormous poop.
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\section*{Running an Adventure}
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Outside the settings ``pamphlet'' and the Risus: The Anything Adventure book, both of which should be available where this pamphlet was acquired, there is not much else needed for an adventure. Inside, GMs will find a collection of adventure hooks to get things going.
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\section*{Hooks}
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The Dinosaur Zoo setting, found in a different document, is incomplete without adventures. However, it is beyond the scope of the author to specify how a GM should run them. Therefore, some adventure hooks are presented here.
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\newline
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\newline
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\noindent \textbf{Buyout}: A holding company has taken interest in buying out the zoo. Not only would such a purchase resolve many of the financial problems the zoo is suffering from, it could provide different perspectives. However, is the fate of the zoo hanging in the balance with the zoo facing closure as a result of the deal?
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\newline
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\newline
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\textbf{Escape}: One of the dinos has escaped from their habitat. Can you find where on the island the dino is?
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\newline
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\newline
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\textbf{Feeding Time}: The dinosaurs are hungry, but the shipments are late. Can the food reserves be located before it's too late?
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\newline
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\newline
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\textbf{Lights Out!}: The lights are out! The system is entirely down! What could be the cause? Could it be mice or a rogue scientist? Could it be a software engineer couldn't pay for snacks and is stealing from the food court, but shutting everything down to cover their tracks? Only time will tell!
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\newline
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\newline
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\textbf{Missing Supplies}: The imported supplies have come in, but are missing. Discover where they went!
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\newline
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\newline
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\textbf{No Money}: The zoo isn't earning enough money to cover the operating expenses. Can enough income be generated in time before the bank forecloses?
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\newline
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\newline
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\textbf{Slow and Stupid}: The preconception is dinosaurs are slow and stupid lizard beasts. Is this really the case for those found in the zoo?
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\newline
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\newline
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\textbf{Splicin'}: Some scientists on the island have developed a new way to create dinosaurs by splicing DNA from multiple dinos into one. Can they be stopped before they create a monstrosity?
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\newline
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\newline
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\textbf{Unauthorized}: Someone has made and is selling an unauthorized video game obviously based on the zoo and it's not in any way flattering. Can it be stopped?
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\newline
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\newline
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\textbf{Volcano}: A volcano on the island is threatening to erupt. Will an ancient deity or ancient deities need appeasement to prevent the eruption and destruction of the zoo?
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\newline
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\newline
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\textbf{Wizard}: A wizard from either a far away place or dimension has shown up. Can you chase them away before too much trouble is caused?
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\end{multicols}
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\begin{tcolorbox}
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{\color{black} \copyright\, 2024 William Moore. This work is distributed using the \href{https://creativecommons.org/licenses/by-nc-sa/4.0/}{Creative Commons BY-NC-SA 4.0} license.}
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\end{tcolorbox}
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\end{minipage}
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\end{document}
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src/TheInferno/TheInferno.adobe
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src/TheInferno/TheInferno.adobe
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src/TheInferno/TheInferno.tex
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src/TheInferno/TheInferno.tex
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\documentclass{article}
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\begin{document}
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\begin{center}
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{\huge The Inferno}
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\newline
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{by William Moore}
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\end{center}
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The Inferno is full of the blood of battling demons. These battle demons were forced into combat by the dukes and duchesses of the hellish plane. Take on the role of a battle demon slugging it out in the Inferno for the amusement of the denizens of the hellish plane.
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These preliminary rules require dice from \href{Daemon Dice}{https://www.sfr-inc.com/daemondice/} and are a re-imagining of the game.
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Once all but one of the players have all their dice wounded, the game is over. The remaining player is the winner.
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Battle demons are constructed using dice of a factor of 13. For example, a bloodborne and flame demon with 26 dice. More on demonic abilities later. At its simplest, one battle demon will be 13 dice of the same color.
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\section*{Playing Field}
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The playing field for a given player is divided into four sections. To their left are stunned dice, in front of them are available dice, to their right are wounded dice, and, finally, in the area between players are grappled dice from tentacles.
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\section*{The 20 Icons}
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Because the icons are a property of SFR, Inc., they will not be included in these rules. With that in mind, these are the names of the icons and their meanings as they pertain to the Inferno.
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\begin{center}
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\begin{tabular}{p{0.3\linewidth} p{0.6\linewidth}}
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Arm & Acts as either 1 stun damage or 1 defense to any attack. \\
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Block & Subtracts 1 damage from an attack which is not a ray or sweep. \\
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Brain & Makes the current attack targeted. If unblocked, the attacker chooses affected dice. \\
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Deflect & Add 1 defense to any attack. \\
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Dodge & During initiative, adds 1 result. Otherwise, subtracts 1 damage only against ray or sweep attacks. \\
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Eye & Does a ray attack doing 1 stun damage. \\
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Leg & Deals 2 stun damage. \\
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Lungs & Subtracts 2 points from an attack. \\
|
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Minus & During initiative, counts as one point. Otherwise, subtracts 1 damage from an specific attack, such as mouth or pincer. \\
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Mouth & Deals 2 stun damage. \\
|
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Pincer & Deals 1 wound damage. \\
|
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Plus & During initiative, adds 1 point. Otherwise, it may be used to add to an attack. During healing, it heals 1 point. \\
|
||||||
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Shell & Subtract 1 from an attack. \\
|
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|
Spike & Add 1 wound damage to an attack. \\
|
||||||
|
Stinger & Adds 1 stun damage to an attack. If unblocked, the attack will deal 1 additional wound damage. \\
|
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Stun & Adds 1 stun damage to an attack. \\
|
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Tail & Does a sweep attack worth 2 points of damage. \\
|
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Tentacle & Until this die is rolled, the target opponents die is held and may not be rolled. \\
|
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Wings & During initiative, add 1 point. Otherwise, this subtracts 1 damage from an attack. \\
|
||||||
|
Wound & Add 1 wound to an attack.
|
||||||
|
\end{tabular}
|
||||||
|
\end{center}
|
||||||
|
|
||||||
|
\section*{Combat}
|
||||||
|
|
||||||
|
Combat is divided into rounds. During one round, all battle demons must perform one attack. Once all players have performed an attack, the round is over. If a player has all their dice either stunned or wounded after defense, the player is out of the game.
|
||||||
|
|
||||||
|
At the start of each round, all players roll their available dice, which are either not wounded or stunned, and applies all dice providing initiative. The player turn order goes from most initiative to least. The players then roll their available dice again.
|
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|
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||||||
|
Following initiative order, the player will select any dice they want to for an attack against a target player. For example, a single attack may be a mixture of stuns and wounds. The defending player will select any desired dice to reduce this damage.
|
||||||
|
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||||||
|
If there is any remaining damage, it needs resolution. First, wound damage is resolved. The defending player selects any of their dice, which are not wounded, to mark as wounded. Set them to the right of the player. Next, apply stun damage. If the dice are either not wounded or not stunned, set them to the left of the player. If the dice is already stunned, it is now wounded and moved to the right of the player. Dice already wounded may not resolve any kind of damage.
|
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|
Once defense is over, and the player still has available dice, they may apply healing to either move a wounded die to the stunned area or move a stunned die to the available area.
|
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|
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|
At no time, are players required to use any or all available dice during a player action.
|
||||||
|
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||||||
|
Once the player's action is done, the next available player goes.
|
||||||
|
|
||||||
|
\section*{Demonic Ability}
|
||||||
|
|
||||||
|
Each die coloring (plastic and ink color combinations), represent a demonic ability. Upon creation, the player receives 13 tokens. Once per round, a player may spend one token, which is removed from play, to activate a demonic ability, based on the coloring of dice making up their demon. The tokens may never be replenished once used.
|
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|
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||||||
|
\noindent \textbf{Bloodborne (red plastic, black ink)} - Heal one point for all wounds dealt to the defending player.
|
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|
\newline
|
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|
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|
\noindent \textbf{Decay (black plastic, red ink)} - After the defending player receives damage, convert 1 of their stunned dice to wounded.
|
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|
\newline
|
||||||
|
|
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|
\noindent \textbf{Demonic (blue plastic, red ink)} - Convert one eye from doing damage to doing defense.
|
||||||
|
\newline
|
||||||
|
|
||||||
|
\noindent \textbf{Disease (yellow plastic, red ink)} - When a defending player receives at least 1 wound damage, the attacker immediately receives 1 stun damage which cannot be defended against.
|
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|
\newline
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||||||
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||||||
|
\noindent \textbf{Frozen (blue plastic, yellow ink)} - Convert 1 point of undefended wound damage to 1 point of stun.
|
||||||
|
\newline
|
||||||
|
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||||||
|
\noindent \textbf{Flame (red plastic, yellow ink)} - If a defending player receives stun damage, 1 point of stun damage is converted into 1 point of wound damage.
|
||||||
|
\newline
|
||||||
|
|
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|
\noindent \textbf{Pain (yellow plastic, black ink)} - Inflict 1 point of stun damage to a defending player, which cannot be defended against.
|
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|
\newline
|
||||||
|
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||||||
|
\noindent \textbf{Void (black plastic, yellow ink)} - Reduce either increase or decrease an attack by 1 point of damage. This can be used against other demonic abilities.
|
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|
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|
\begin{tcolorbox}
|
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|
{\color{black} \copyright\, 2024 William Moore. This work is distributed using the \href{https://creativecommons.org/licenses/by-nc-sa/4.0/}{Creative Commons BY-NC-SA 4.0} license.}
|
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|
\end{tcolorbox}
|
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|
\end{document}
|
Loading…
Reference in New Issue
Block a user