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Merge pull request #21 from terra-campaigns/estevao/v0.1x
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v0.1.2
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efsalvarenga authored Aug 29, 2024
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2 changes: 1 addition & 1 deletion README.md
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---

# Terra Odd
***v0.1.1***
***v0.1.2***

**Terra Odd** is a hack of Cairn / Into the Odd that aims to allow games to be played in different genres and aesthetics.
The first hack is for [Degenesis](https://degenesis.com/).
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8 changes: 8 additions & 0 deletions changelog.md
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{:toc}
</details>

#### v0.1.2

- Changed:
- Reframed **Clans** **Potentials** (previously Feats) to Cairn's Spells Framework
- Unrelated **Clans** to **Scars** for Spitalians and Scrapers
- Improved the result of ingesting Burn for attribute increase
- Text improvements

#### v0.1.1

- New:
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3 changes: 2 additions & 1 deletion character-creation.md
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## Bonds

Bonds tie you to someone else and the world.
Roll a ***d4*** and a ***d6***.
You may resolve your Bond, and will be awarded Growth.
Once resolved, you may roll a new Bond.

| d4 | d6 | |
| | | |
| ----- | ----- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **1** | **1** | **AMNESIAC**: You must protect a stranger who claims to know your past. |
| **1** | **2** | **ADVENTURER**: You owe a debt to someone who saved you on one of your reckless journeys. You keep a **tattered map** they gave you. |
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65 changes: 46 additions & 19 deletions character-creation/backgrounds/anabaptists.md
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## Starting Gear

- 1d6 x 50 Chronicler Drafts
- 1d6 x 50 Chronicler Drafts *(petty)*
- Purifier's dagger (d6)
- Book of Scripture
- Ceremonial water flask
- Oil vial
- Oil vial *(petty)*
- Heavy leathers (1 Armour)

## What is your rank? Roll 1d6.

![](https://i.imgur.com/IuipNe7.png)

| | |
| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **1** | **TOUCHED**: Take a **Long Spade** and **Grain**. You get three dots tattooed on your forehead and a ring through your nose to chain soul to body. |
| **2** | **ASCETIC**: Take **Seeds** to bury in holy places. You inspire providers and farmers. |
| **3** | **ORGIASTIC**: Take a **Bidenhander** (d10). Your gang treat each other as family. |
| **4** | **ELYSIAN**: Take a **Crucible**, **Healing Herbs** and an **Adriatic Stone**. Because of the **Elysian Oils** you used you reduce Sepsis infection in 1 (d6 usage die). You can always get more oil on Anabaptists Enclaves. |
| **5** | **FUROR**: Take a **Spitfire** (d8 blast). You can muster a gan of Orgiastics and start a crusade and try to start forming a settlement. |
| **6** | (Choose One)<br>**SUBLIME**: Take a **Bidenhander** (d10) or **Spitfire** (d8 blast). You are considered a manifested emanation, foretold in prophecies and there are no closed doors for you in Cathedral city.<br>**EMISSARY**: Take a **Long Sword** (d10). You are respected by all Cults of the Protectorate. |
| | |
| ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **1** | **TOUCHED**: Take a **Long Spade** and **Grain**. You get three dots tattooed on your forehead and a ring through your nose to chain soul to body. |
| **2** | **ASCETIC**: Take **Seeds** to bury in holy places. You inspire providers and farmers. |
| **3** | **ORGIASTIC**: Take a **Bidenhander** (d10). Your gang treat each other as family. |
| **4** | **ELYSIAN**: Take a **Crucible**, **Healing Herbs** and an **Adriatic Stone**. Because of the **Elysian Oils** you used you reduce Sepsis infection in 1 (d6 usage die). You can always get more oil on Anabaptists Enclaves. |
| **5** | **FUROR**: Take a **Spitfire** (d8 blast). You can muster a gan of Orgiastics and start a crusade and try to start forming a settlement. |
| **6** | (Choose One) All take a **Long Spade** and **Grain**.<br>**SUBLIME**: Take a **Bidenhander** (d10) or **Spitfire** (d8 blast). You are considered a manifested emanation, foretold in prophecies and there are no closed doors for you in Cathedral city.<br>**EMISSARY**: Take a **Long Sword** (d10). You are respected by all Cults of the Protectorate. |

Depending on gained renown, you may be promoted to higher Ranks by your Cult.

![](https://i.imgur.com/NmaF9YK.png)

## What is your feat? Roll 1d6.
## What is your potential? Roll 1d6.

| | |
| ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **1** | **FISHERMANS BLOOD**: In battle, when severely wounded, you may enter a frenzy, unleashing your full fury until the fight ends. All your attacks are **Enhanced**, but you must spend an action and pass a WIL save to stop the frenzy. |
| **2** | **KILLING JOKE MOVE**: You attack with the pommel of your sword, targeting an unarmored vital spot like the head, chest, or abdomen. Your attack in **Enhanced** and, on a **Critical**, your opponent loses consciousness; if not, the next attack from this opponent against you in **Enhanced**. |
| **3** | **PNEUMA**: When you deal a **Critical**, you fell energised as godly Pneuma leaves the body amidst blood and gore. Recover **1d6 HP**. |
| **4** | **REALM OF EMANATIONS**: At night, you descend into nightmares, feeling trapped in a pit of black tar. But in the daylight, the Psychonauts' terrors hold no power over you. When you successfully save against a Psychonauts' power, recover **1d6 HP**. |
| **5** | **TORCHBEARER**: Your proximity to the enemy has unhinged your senses. You always find Aberrants and their spawn. |
| **6** | **ZEALOT**: Through austerity, daily meditation, and gallons of blessed water, you cleanse your body, fighting your carnality and freeing the Pneuma within. Your have minimal 1 Armour. |
#### 1: Fisherman's Blood

> When the Jehammedans taunt the Anabaptist with mocking cries of "Fisherman’s child!" he replies calmly, "If you hit us, don’t we bleed as well?" They laugh, but he grins and adds, "But if we bleed, don’t we rip you apart?" Pushed beyond his limits, the Anabaptist unleashes a relentless fury, tearing through his enemies with unstoppable rage.
*Gain a Fatigue. Your attacks are enhanced. You must make a WIL save after a killing or lose control, attacking anyone in sight.*

#### 2: Killing Joke

> The enemy braces for a blade, but instead, the Anabaptist deftly pivots and strikes with the pommel of his sword, aiming for an unarmored vital spot. This technique, known as the Killing Joke, is a high-risk manoeuvre that can knock an opponent unconscious instantly.
*Gain a Fatigue. Your opponent becomes unconscious, but will awake if harmed.*

#### 3: Pneuma

> When the Anabaptist's blow strikes deep, something more than blood spills out—an essence, a glimpse of the divine Pneuma, escapes from the dying flesh. This momentary touch of the divine strengthens and uplifts him.
*Gain a Fatigue. Your opponent loses 1d6 STR, which is transferred to you (up to your max STR).*

#### 4: Realm of Emanations

> The Anabaptist's faith burns bright, shielding him from the nightly horrors that haunt his mind. By day, the twisted influences of Psychonauts—whether through Dushani whispers, Pheromancer scents, or Psychokinetic illusions—cannot sway him. When defending against these mental assaults, his faith sharpens his resolve, allowing him to channel his strength into a powerful counter, turning his fear into a formidable defence.
*Gain a Fatigue. Become immune to influences of Psychonauts common in your region.*

#### 5: Torchbearer

> The Anabaptist’s senses have been sharpened to the point of near madness by his closeness to the enemy. He can detect the corruption of Psychonauts, Leperos, and spore fields with uncanny precision, bringing them into stark clarity. In his presence, the hidden horrors of the world cannot remain concealed.
*Gain a Fatigue. You feel primer auras within 60ft. WIL save to avoid detection by Psychonaults.*

#### 6: Zealot

> Through relentless austerity and daily meditation, the Anabaptist purifies himself, transcending physical pain and unleashing the power of his spirit. On the battlefield, his body becomes a shield, with pain serving only as a distant reminder of harm rather than a hindrance. His resilience allows him to endure, reducing the impact of trauma.
*Gain a Fatigue. You gain +1 Armour.*

![](https://img2.storyblok.com/2516x1415/filters:quality(90)/f/72501/2516x1415/6ca1363234/opener-anabaptists.jpg)
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