<div style="text-align: center;">\
! Character Creation
! -1-
What is your first name?
<<textbox "$pc.name" "">>
<<button [[Next: Attributes|PC Attributes]]>><</button>>
</div>
<<set $player = {
name: "Player",
rank: 0,
body: 0,
mind: 0,
will: 0,
stamina: 10,
totalstamina: 10,
protection: 0,
totalprotection: 0,
damage: 0,
ability1: "",
ability2: "",
ability3: "",
tech1: "",
tech2: "",
tech3: "",
techcode1: "",
techcode2: "",
techcode3: "",
ready1: false,
ready2: false,
ready3: false,
weapon1: "",
weapon2: "",
armour: "",
krowns: 0,
knowledge: "",
reputation: "",
slot1: "",
slot2: "",
slot3: "",
slot4: "",
slot5: "",
slot6: "",
slot7: "",
slot8: "",
slot9: "",
slot10: "",
relative: "relative",
obj: "",
tres: "",
incombat: false,
}>>
! How the OATH System works
! -3-
!! Action Tests
//Right then, read closely...
When ever you need to perform a risky action you will need to roll dice, look out for this <<d6>> symbol.
No matter how many dice are rolled as long as a 5 or 6 is scored you score a Hit and are Successful!
If no dice score a 5 or 6 you have scored a Miss and have Failed!//
* Do you understand? <<d6>>
<<Act1d6 "Action Resolution" "Action Resolution">>
!!! Keywords
//You can always roll 1d6 (one die) in a test, but if you have any ''{Keywords}'' you get a bonus die for each one.
For example if you had to...//
* Climb down to escape {Body 1} <<d6>>
//...and if you had a Body attribute of 1, you would add one die to the pool...//
<<Act2d6 "Action Resolution" "Action Resolution">>
//So if the action also had the Keyword {Rope}, and you had this on your Player Sheet you would add another die. You can not roll more than 3d6 for any test.//
* Climb down to escape {Body 1, Rope} <<d6>>
<<Act3d6 "Action Resolution" "Action Resolution">>
//For some actions the amount of Hits are important.//
''Note:'' Keywords can be Attribute scores, Abilities, Techniques, Knowledge, Reputation or Equipment.
!!! The Odds
If you roll 1 die, you have 33% chance of success (or 3/10).
If you roll 2 dice, you have 56% chance of success (or 5/9).
If you roll 3 dice, you have 70% chance of success (or 7/10).
//
[[Continue...|Combat]]! How the OATH System works
! -4-
!! Combat
//Sometimes you will need to fight, look out for this <<com>> symbol.//
//When fighting an Opponent you will use the same resolution mechanic, but instead of using ''{Keywords}'', you will need to compare your ''Rank'' to your Opponent's.//
* If you are of ''lesser Rank'' you will roll 1d6.
* If you are of ''equal Rank'' you will roll 2d6.
* If you are of ''greater Rank'' you will roll 3d6.
//Note that these are the same Odds as an Action test.
If you score a 5 or 6, you Hit and will deal damage to the Opponent's Stamina.
If no dice score a 5 or 6, you Miss and the Opponent deals damage to your Stamina.
Every roll of the dice pool is a Combat Round. If you reduce all your opponents to 0 Stamina then you win the Combat.
If your Stamina is ever reduced to 0 you are slain and must restart the gamebook.//
!!! Techniques
//Are Combat specfic special moves, that are associated with Abilities. Each Ability has a unique Technique. Once a Technique is used it won't recover until you are Rested.//
!!! Protection
//Protection is your ability to resist damage from Combat. For each point you will ignore one Hit from an opponent.//
''"Let's see what you're made of!"''
''"As you have lesser rank you only roll 1d6! MWAHAHAH!"''
//Take this sword and Healing Potion.//
<<set $opp = {id: "Twine Demon", rk: 3, st: 10, ts: 10, dm: 3, pt: 1, tp: 1}>>\
<<set $pc.weapon1 to "Sword [Damage 2]">><<set $pc.damage to 2>><<set $pc.body to 2>><<set $pc.stamina to 10>><<set $pc.totalstamina to 10>><<set $pc.protection to 1>><<set $pc.totalprotection to 1>><<set $pc.tech1 to "Healing Potion">><<set $pc.techcode1 to "HP">><<set $pc.techtip1 to "+4 Stamina">><<set $pc.ready1 to true>>\
!! $opp.id Combat
<div style="text-align: center;">
<<Comtable>>
<<Combat $opp.rk "Combat" "START">></div>
! [[Now You Are Ready to Play!|START]]
/*
<<if $opp1stam lte 0 or $stamina lte 0>>
ok
<<else>>
nope
<</if>>
*/
<<widget "Combat">><<nobr>>
<<set $lose to _args[1]>><<set $win to _args[2]>>
@@#Combat;
<span title="Click to start combat.">
<<button 'START COMBAT'>>
<<set $pc.incombat to true>><<set $r to 0>><<redo>>\
<<replace "#Combat">>
@@#Techpanel;<<Techpanel>> <br>@@
<<if $pc.rank > _args[0]>>
<span class="infotx">''Greater Rank''</span> <<Com3d6>>
<<elseif $pc.rank == _args[0]>>
<span class="infotx"> ''Equal Rank''</span> <<Com2d6>>
<<elseif $pc.rank < _args[0]>>
<span class="infotx">''Lesser Rank''</span> <<Com1d6>>
<<else>>
PROBLEM!!
<</if>>
<</replace>>
<</button>></span>
@@
<</nobr>>
<</widget>>
<<widget "Techpanel">>\
<<bolt>> ''Techniques''
<<do>><span class="tech">\
<div class="flex-container">\
<div><<if $pc.ready1>><<button $pc.tech1>><<Tech1 $pc.techcode1>><<set$pc.ready1 to false>><<redo>><</button>><<else>>\<span class="techtx">==$pc.tech1==</span><</if>>
<span class="techtx"><span class="infotx">$pc.techtip1</span></span></div>
<div><<if $pc.ready2>><<button $pc.tech2>><<Tech1 $pc.techcode2>><<set$pc.ready2 to false>><<redo>><</button>><<else>>\<span class="techtx">==$pc.tech2==</span><</if>>
<span class="techtx"><span class="infotx">$pc.techtip2</span></span></div>
<div><<if $pc.ready3>><<button $pc.tech3>><<Tech1 $pc.techcode3>><<set$pc.ready3 to false>><<redo>><</button>><<else>>\<span class="techtx">==$pc.tech3==</span><</if>>
<span class="techtx"><span class="infotx">$pc.techtip3</span></span></div>
</div>\
</span>\
<</do>>\
<</widget>>
<<widget "Comtable">>
<<set $pc.rank to $pc.body+$pc.mind+$pc.will>>\
<div class="cols3">\
<div class="col1">\
''$pc.name'' $pc.allies
</div>\
<div class="col2">\
''Vs.''
</div>\
<div class="col3">\
''$opp.id''
</div>\
</div>
<div class="cols3">\
<div class="col1">\
$pc.rank
<<do>>$pc.damage<</do>>
<<do>>$pc.protection / $pc.totalprotection<</do>>
<<do>><<print Math.clamp($pc.stamina, 0, $pc.totalstamina)>> / $pc.totalstamina<</do>>
</div>\
<div class="col2">\
''Rank''
''Damage''
''Protection''
''Stamina''
</div>\
<div class="col3">\
<<do>>$opp.rk<</do>>
<<do>>$opp.dm<</do>>
<<do>>$opp.pt / $opp.tp<</do>>
<<do>><<print Math.clamp($opp.st, 0, 100)>> / $opp.ts<</do>>
</div>\
</div>
<</widget>>
<<widget "Tech1">>\
<<print '<<Tech_' + _args[0] +'>>'>>\
<</widget>>
<<widget "Tech2">>\
<<print '<<Tech_' + _args[0] +'>>'>>\
<</widget>>
<<widget "Tech3">>\
<<print '<<Tech_' + _args[0] +'>>'>>\
<</widget>>
/*
<<widget "Techpanel">>\
<<bolt>> ''Techniques''
<<do>><span class="tech">\
<div class="cols3">\
<<if $pc.ready1>><<button $pc.tech1>><<Tech1 $pc.techcode1>><<set$pc.ready1 to false>><<redo>><</button>><<else>><span class="techtx">==$pc.tech1==</span> <</if>>
<span class="techtx"><span class="infotx">$pc.techtip1</span></span>
<<if $pc.ready2>><<button $pc.tech2>><<Tech1 $pc.techcode2>><<set$pc.ready2 to false>><<redo>><</button>><<else>><span class="techtx">==$pc.tech2==</span> <</if>>
<span class="techtx"><span class="infotx">$pc.techtip2</span></span>
<<if $pc.ready3>><<button $pc.tech3>><<Tech1 $pc.techcode3>><<set$pc.ready3 to false>><<redo>><</button>><<else>><span class="techtx">==$pc.tech3==</span><</if>>
<span class="techtx"><span class="infotx">$pc.techtip3</span></span>
</div>\
</span>\
<</do>>\
<</widget>>
*/
/*
<<widget "Techpanel">>\
<<bolt>> ''Techniques''
<<print '<span title="' + $pc.techtip1 + '"><<if $pc.tech1 isnot "">><<linkreplace "$pc.tech1 ">><<Tech1 $pc.techcode1>><span class="infotx">==$pc.tech1==</span> <<set$pc.ready1 to false>><</linkreplace>><</if>></span>'>>\
<<print '<span title="' + $pc.techtip2 + '"><<if $pc.tech2 isnot "">>| <<linkreplace "$pc.tech2 " >><<Tech2 $pc.techcode2>><span class="infotx">==$pc.tech2==</span> <<set$pc.ready2 to false>><</linkreplace>><</if>></span>'>>\
<<print '<span title="' + $pc.techtip3 + '"><<if $pc.tech3 isnot "">>| <<linkreplace "$pc.tech3">><<Tech3 $pc.techcode3>><span class="infotx">==$pc.tech3==</span><<set$pc.ready3 to false>><</linkreplace>><</if>></span>'>>\
<<redo>>
<</widget>>
*/[[Untitled Passage]]
[[Sticky|Sticky test]]
[[TEXT|texttest]]
!! Arena:
<<pickup $weapons "Knife (D.+2)" 1>><<pickup $backpack "Health Potion" 1>><<pickup $backpack "Meal" 1>>\
<<done>>\
<<prepend '#mini-log'>>\
<<you>> Taker Onyx <<eqp>> Knife (D.+2) <<bag>> Backpack: Health Potion x1, Meal x1
<</prepend>>\
<</done>>\
@@#select;\
Select a set:
* <<link "Sword (D.3), Shield (P.+1) & Leather (P.+1)">>
<<drop $weapons "Knife (D.+2)" 1>>\
<<pickup $weapons "Sword (D.+3)" 1>><<set $pc.damage to 3>>\
<<pickup $armour "Leather (P.+1)" 1>><<set $pc.protection to $pc.protection + 1>>
<<pickup $weapons "Shield (P.+1)" 1>><<set $pc.protection to $pc.protection + 1>>
<<set $pc.totalprotection to $pc.protection>>
<<redo>><<replace "#select">><</replace>>
<<prepend '#mini-log'>>\
<<eqp>> Weapon: Sword (D.+3), Shield (P.+1), Armour: Leather (P.+1)
<</prepend>>\
<</link>>
* <<link "Great Axe (D.+4 | P.-1) & Chainmail (P.+2)">>
<<drop $weapons "Knife (D.+2)" 1>>\
<<pickup $weapons "Great Axe (D.+4 | P.-1)" 1>><<set $pc.damage to 4>>\
<<pickup $armour "Chainmail (P.+2)" 1>><<set $pc.protection to $pc.protection + 2 -1>>
<<set $pc.totalprotection to $pc.protection>>
<<redo>><<replace "#select">><</replace>>
<<prepend '#mini-log'>>\
<<eqp>> Weapon: Great Axe (D.4), Armour: Chainmail (P.2)
<</prepend>>\
<</link>>
@@\
[[Minion|minion]]
[[Rival|rival]]
[[Leader|leader]]
[[Boss|boss]]
[[Sequence battle|seqbattle]]
!! Actions
* <<Act3d6>>
* <<Act2d6>>
* <<Act1d6>>
<<test>> <<print "$pc.name">>!
<<set $pc.obj to "Test">>
<<set $pc.name to "You">>
<<set $pc.damage to 2>>
<<set $pc.body to 1>>
<<set $pc.mind to 1>>
<<set $pc.will to 1>>
<<set $pc.stamina to 10>>
<<set $pc.ability1 to "Alkemist">>
<<set $pc.ability2 to "Custodian">>
<<set $pc.ability3 to "Wright">>
<<set $pc.abilities to $pc.ability1 +", " + $pc.ability2 +", " + $pc.ability3>>
<<set $pc.tech1 to "Journeymans Tonic">>
<<set $pc.techtip1 to "Heal +5 Stamina.">>
<<set $pc.techcode1 to "JT">>
<<set $pc.tech2 to "Precision Strike">>
<<set $pc.techtip2 to "Deal 4 Damage.">>
<<set $pc.techcode2 to "PS">>
<<set $pc.tech3 to "Inner Armour">>
<<set $pc.techtip3 to "Increase Protection +2.">>
<<set $pc.techcode3 to "IA">>
<<set $pc.ready1 to true>>
<<set $pc.ready2 to true>>
<<set $pc.ready3 to true>>
<<if $stamina lte 0>>
<<goto [[Death]]>>
<</if>><div style="text-align: center;">\
! You have died!
You can try again...
[[Restart|PC Name]]
</div>/* THE PLAYER */
<<set $pc = {
name: "Player",
rank: 0,
body: 0,
mind: 0,
will: 0,
stamina: 10,
totalstamina: 10,
protection: 0,
totalprotection: 0,
damage: 0,
abilities: "",
ability1: "",
ability2: "",
ability3: "",
tech1: "",
tech2: "",
tech3: "",
techtip1: "",
techtip2: "",
techtip3: "",
techcode1: "",
techcode2: "",
techcode3: "",
ready1: false,
ready2: false,
ready3: false,
weapon1: "",
weapon2: "",
armour: "",
krowns: 0,
knowledge: "",
reputation: "",
relative: "relative",
obj: "",
incombat: false,
allies: "",
}>>
/* THE OPPONENTS */
<<set $opp = {
id: "",
rk: 0,
st: 0,
dm: 0,
pt: 0
}>>
<<set $pc.rank to $pc.body+$pc.mind+$pc.will>>
/* INVENTORIES */
<<newinv $backpack>>
<<newinv $weapons>>
<<newinv $armour>>
<<newinv $treasures>>
/* KNOWLEDGE */
<<set $knowoath to false>>
<<set $knowblue to false>>
<<set $knowstone to false>>
<<set $knowwatcher to false>>
<<set $knowpay to false>>
/* REPUTATION */
<<set $repoli to 0>>
<<set $repcandle to 0>>
<<set $repgreeb to 0>>
/* CONSUMABLE ITEMS */
<<consumable "Health Potion">>
<<if $pc.incombat is true>>
<<set $pc.stamina to Math.clamp($pc.stamina + 3, 0, 10)>>\
<<prepend '#rolls-outcome'>>\
<<bag>> +3 Stamina (Health Potion).
<<redo>>\
<</prepend>>
<<else>>
<<set $pc.stamina to Math.clamp($pc.stamina + 3, 0, 10)>>\
<<replace '#mini-log'>>\
<<bag>> +3 Stamina (Health Potion).
<</replace>>\
<</if>>\
<<description>>\
A small vial of dark red liqud.
Drinking this will restore your Stamina.
(Stamina +5)
<</consumable>>
<<consumable "Restoration Potion">>
<<if $pc.incombat is true>>
<<set $pc.stamina to Math.clamp($pc.stamina + 10, 0, 10)>>\
<<Rest>><<redo>>\
<<prepend '#rolls-outcome'>>\
<<bag>> +10 Stamina, Restored Techniques (Restoration Potion).
<<redo>>\
<</prepend>>
<<else>>
<<set $pc.stamina to Math.clamp($pc.stamina + 10, 0, 10)>>\
<<replace '#mini-log'>>\
<<bag>> +10 Stamina, Restored Techniques (Restoration Potion).
<</replace>>\
<</if>>\
<<description>>\
A silver flask dark of purple liqud.
Drinking this will restore your Stamina and all your Techniques.
(Stamina +10, Techniques Restored)
<</consumable>>
<<consumable "Meal">>
<<if $pc.incombat is true>>
<<pickup $backpack "Meal" 1>>
<<prepend '#rolls-outcome'>>\
You can't eat a Meal in Combat!
<<redo>>\
<</prepend>>
<<else>>
<<set $pc.stamina to Math.clamp($pc.stamina + 5, 0, 10)>>\
<<replace '#mini-log'>>\
<<bag>> You regained +5 Stamina (Meal).
<</replace>>\
<</if>>\
<<description>>\
A humble meal.
(Stamina +5)
<</consumable>>
<<consumable "Vernian Sweet">>
<<if $pc.incombat is true>>
<<pickup $backpack "Vernian Sweet" 1>>
<<prepend '#rolls-outcome'>>\
You can't eat a sweet in Combat!
<<redo>>\
<</prepend>>
<<else>>
<<replace '#mini-log'>>\
<<Bag>> You enjoy the Vernian delicacy (Sweet).
<</replace>>\
<</if>>\
<<description>>\
A delicious delicay from far off Vernei.
<</consumable>>
/* EQUIPMENT */
<<item "Merchant Coin">>
<<description>>\
A large copper coin stamped with your $pc.relative's merchant seal.
<<unique>>
<</item>>
<<item "Lockpick">>
<<description>>\
The tool of choice for any footpad.
<</item>>
/* WEAPONS & ARMOUR*/
Coward!
The full rules for this system can be found here:
[[Now return to the START.|START]]Congratulations!
The full rules for this system can be found here:
[[Now return to the START.|START]]<div class="sticky">
<<nobr>>
<script src="https://kit.fontawesome.com/72bf406185.js" crossorigin="anonymous"></script>
<<if passage() !== "START">>
<div class="cols3"><div class="col1"> <span title="Backward">
<<link '<span class="fa-solid fa-chevron-left"></span>'>>
<<script>>
Engine.backward()
<</script>>
<</link>>
</span>
<span title="Forward">
<<link '<span class="fa-solid fa-chevron-right"></span>'>>
<<script>>
Engine.forward()
<</script>>
<</link>>
</span></div>
<div class="col2"><div style="text-align: center;"><span title="Journal">
<<link '<span class="fa-solid fa-file-lines"></span>'>>
<<script>>
Dialog.setup('Journal');
Dialog.wiki(Story.get('CharacterJournal').processText());
Dialog.open();
<</script>>
<</link>>
</span>
<span title="Character Sheet">
<<link '<span class="fa-solid fa-user"></span>'>>
<<script>>
Dialog.setup('Character Sheet');
Dialog.wiki(Story.get('CharacterSheet').processText());
Dialog.open();
<</script>>
<</link>>
</span>
<span title="Equipment">
<<link '<span class="fa-solid fa-shield-halved"></span>'>>
<<script>>
Dialog.setup('Equipment');
Dialog.wiki(Story.get('CharacterEquipment').processText());
Dialog.open();
<</script>>
<</link>>
</span>
<span title="Inventory">
<<link '<span class="fa-solid fa-sack-xmark"></span>'>>
<<script>>
Dialog.setup('Inventory');
Dialog.wiki(Story.get('CharacterInventory').processText());
Dialog.open();
<</script>>
<</link>>
</span></div></div>
<div class="col3"><div style="text-align: right;"><span title="How to Play">
<<link '<span class="fa-solid fa-circle-question"></span>'>>
<<script>>
Dialog.setup('How to Play');
Dialog.wiki(Story.get('HowtoPlay').processText());
Dialog.open();
<</script>>
<</link>></span>
<span title="Game Menu">
<<link '<span class="fa-solid fa-bars"></span>'>>
<<script>>
Dialog.setup('Game Menu');
Dialog.wiki(Story.get('GameMenu').processText());
Dialog.open();
<</script>>
<</link>>
</span> </div></div></div>
<<do>>
<div style="text-align: center;">
<<if $pc.incombat>>
<span class="infotx">
<<com>> in COMBAT</span>
<<else>>\
<span class="infotx">
<span id='mini-log'></span>
<</if>></div>
<</do>>
<<redo>>
<</if>>
<</nobr>></div>
<br>! How the OATH System works
! -2-
!! Decision Paths
//OK, this is gamebooks 101...
During a Passage you will be given different options to continue on.
Some options are only available if you have certain ''{Keywords}'', look out for this <<key>> symbol.//
<<if $knowoath>><span class="infotx">You gained the Knowledge: Oath<<set $knowledge to $knowledge + "Oath ">></span><<else>><</if>>
For example, do you...\
<ul>
<<if $knowoath>>
<li>Do you have the keyword [[{Knowledge: Oath}|Nice Try]]? <<key>></li>
<<else>>
<li>Do you have the keyword {Knowledge: Oath}? <<key>> //(Check your Journal <span class="fa-solid fa-file-lines"></span> for that Knowledge)//
If you do, [[you can jump to the end|Nice Try]].</li><</if>>
<li>[[Carry on.|Carry On]]</li>\
<li> [[Continue.|Continue]]</li>\
<li>[[Proceed.|Proceed]]</li></ul>\
//If this is obvious, [[skip on.|Action Resolution]]//<<if not $knowoath>>
<<link [[Wait you don't have that Knowledge...|Decision Paths]]>><<set $knowoath to true>><<set $pc.knowledge to $pc.knowledge + "Oath, ">><</link>>
<<else>>
<<link [[You're getting it!|Action Resolution]]>><<set $knowoath to true>><</link>>
<</if>>Great you get how this works [[let's move on.|Action Resolution]]Great you get how this works [[let's move on.|Action Resolution]]Great you get how this works [[let's move on.|Action Resolution]]! $pc.name
You are a youth living in the town of <<hover "Verda" "A small industrous town, in the kingdom of Hewmark. Which is located along the northern shores of the continent of Vahn.">>. It is early morning, on a beautiful bright day, you have Ǩ4 (<<hover "krowns" "The currency of the Hegemony.">>) in your pocket, and you are happily heading out on an errand for your \
@@#can;\
...
* <<link "Master">><<set $pc.relative to "master">><<replace "#can">>master<span class="infotx"></span>.
Orphaned at a young age, you never knew your family, you grew up in the rough and ungenerous <<hover "streets" "Like all lands in Vahn, there is an underbelly with a network of criminal oppurtunists.">>, your master soon saw your potential and took you under his roguish wing.
You've been asked to collect a package from the [[Candle Makers Guild|2]], which is not far from the main square and town hall.
<<set $pc.obj to "Collect Package ">><<pickup $backpack "Lockpick" 2>>
<<redo>><</replace>>
<<prepend '#mini-log'>>\
<<log>> Objective: Package <<bag>> Backpack: Lockpick x2
<</prepend>>\
<</link>>\
* <<link "Uncle">><<set $pc.relative to "uncle">><<replace "#can">>uncle<span class="infotx"></span>.
Who is a renowed noble, your line of descendants have all been stalwart public servants and have been favoured by the <<hover "three sages" "A council of three that governs the Hegemony of Kalen. The central land of Vahn, which has a powerful hold of all the other regions.">> of the republic.
You've been asked to collect a package from the [[Candle Makers Guild|2]], which is not far from the main square and town hall.
<<set $pc.obj to "Collect Package ">><<pickup $backpack "Merchant Coin" 1>>
<<redo>><</replace>>
<<prepend '#mini-log'>>\
<<log>> Objective: Package <<bag>> Backpack: Merchant Coin x1
<</prepend>>\
<</link>>\
* <<link "Mother">><<set $pc.relative to "mother">><<replace "#can">>mother<span class="infotx"></span>.
You help her with the small family stall on the market, she is well known for the <<hover "Verneian" "A country on the southern coast of Vahn, famous for its civilised rule and wonderous inventions.">> sweets and exotic spices that she stocks, thanks to her many mercantile connections.
You've been asked to collect a package from the [[Candle Makers Guild|2]], which is not far from the main square and town hall.
<<set $pc.obj to "Collect Package ">><<pickup $backpack "Vernian Sweet" 2>>
<<redo>><</replace>>
<<prepend '#mini-log'>>\
<<log>> Objective: Package <<bag>> Backpack: Vernian Sweet x2
<</prepend>>\
<</link>>\
@@\! How the OATH System works
! -1-
!! Journal, Character Sheet, Equipment & Inventory
* Your Objectives, Knowledge and Reputation are stored in your Journal <<log>> above.
* Your Attributes, Abilities and Techniques are stored in your Character Sheet <<you>> above.
* Your Weapons and Armour are stored in your Equipment <<eqp>> above.
* Your Krowns, Backpack and Treasures are stored in your Inventory <<bag>> above.
!! Attributes
//You are defined by the following Attributes. All of which are displayed on your Player Sheet on the left and right.//
!!! Body, Mind & Will
//These core attributes descibe your character.//
> ''Body'' - Your dexterity, strength and constitution.
> ''Mind'' - Your intelligence, wisdom and perception.
> ''Will'' - Your charisma, empathy and deceptiveness.
//All start at 0, the higher the value the better. You get to assign these during PC creation.//
!!! Abilities
//Are skills sets that are assosicated with your Attributes, the higher the Body, Mind or Will number the more Abilities you can gain. Some paths in the game can only be chosen if you have a specific Ability. They can count as Keywords in action tests, allowing you to roll more dice.//
> ''Ability'' - Broad-shouldered - //You excel at physical challenges.//
!!! Techniques
//Are Combat specfic special moves, that are associated with Abilities. Each Ability has a unique Technique. Once a Technique is used it won't recover until you are Rested.//
> ''Technique'' - Wont' Back Down - //+2 Stamina in Combat.//
!!! Rank
//Rank is your current level.//
> ''Rank'' - 2
//Rank is the sum of your Body + Mind + Will. It is used in Combat.//
!!! Stamina
//You also have Stamina.//
> ''Stamina'' - 10
//Stamina is the measure of your health and energy during your journey. You start with a Stamina of 10. When you suffer damage from an attack or an event this is subtracted from your Stamina.
When this is reduced to 0, you fall unconscious. In most cases this means Death and you must restart your journey.//
!!! Protection
//Protection is your ability to resist damage from Combat. For each point you will ignore one Hit from an opponent.//
> ''Protection'' - 0
!!! Damage
//Damage is your current ability to do harm.//
> ''Damage'' - 1
//Let's [[continue.|Decision Paths]]//You have died!
* You could fight again? [[Retry Combat.|Combat]]
* Or return to [[START.|START]]The guild building is large and well kept. Your $pc.relative has asked you to collect an order of candles and to hurry back. As you near the large front gate, you notice a figure standing down the street. Unlike everyone else, who are busy loading goods or chatting and organising, the figure is still. Looking closer you're sure that the figure is watching the entrance.
@@#can;
Do you...<ul>
<li>[[Ignore|3]] them and head on in.</li>
<li>[[Ask |2 ask]] someone nearby who the figure is.</li>
<li>Focus on the stranger <<if $pc.ability1 is "Eagle-eyed">>[[{Eagle-eyed}|2 ex succ]].<<else>>{Eagle-eyed}.<</if>> <<key>></li>
<li>Try to examine the figure some more <<link "{Mind 1}">><<replace "#can">>Try to examine the figure some more.
<<if $pc.mind gte 1>>
<<Act2d6 "2 ex succ" "2 ex fail">>
<<else>>
<<Act1d6 "2 ex succ" "2 ex fail">>
<</if>>\
<</replace>><</link>>. <<d6>></li></ul>
@@
/*
** [[Success.|2 ex succ]]
** [[Fail.|2 ex fail]]
*/
You run over to a lad you know, he is an apprentice at the guild and is trying to fix a broken crate in the street.
>"Oli," you whisper to your friend, "who's that over there?"
>"Err...don't know $pc.name, maybe their lost?" suggests your friend.
>"I don't know," you wonder, "looks like their just waiting to me."
A loud shout and crash comes from the window above your heads, "Oli! Oli! Where are you with that dam crate!" hollars the voice.
>"Sorry I got to hurry with this!" says Oli.
@@#can;\
Do you...<ul>
<li>Help Oli fix the crate <<if $pc.ability1 is "Broad-shouldered">>[[{Broad-shouldered}|2 help succ]].<<else>>{Broad-shouldered}.<</if>> <<key>></li>
<li>Try to assist Oli <<link "{Body 1}">><<replace "#can">>Try to assist Oli.
<<if $pc.body gte 1>>
<<Act2d6 "2 help succ" "2 help fail">>
<<else>>
<<Act1d6 "2 help succ" "2 help fail">>
<</if>>
<</replace>><</link>>. <<d6>></li>\
<li>[[Carry on|3]] with your errand.</li></ul>
@@
/*
** [[Success.|2 help succ]]
** [[Fail.|2 help fail]]
*/
You've always admired the <<hover "guilds" "There are many in your home town, most people aspire to join one.">> but the candle makers are somehting else. Many buildings surround a bustling courtyard, and each building is dedicated to a different material, tallow, beeswax, and other more exotic ones further back in the meandering complex.
You wave to some of the other apprentices and journeymen you know and head across the courtyard and up a wide set of stairs to the top floor of the master's residence. Entering a long hall you jog over to the large door at the end and knock.
The door opens and you're are met by the master's assitant, a sly grump who's quick to complain about anything.
\
<<if $repoli == 1>>
The assitant ushers you in [[{Rep: Oli +1}|3 oli]]. <<key>>
<<elseif $repcandle == -1>>
The assitant hurries you inside [[{Rep: Candles -1}|3 candles]]. <<key>>
<<else>>
The assitant [[beckons|3 blank]] you enter.
<</if>>
/*
<ul>
<li><<if $repoli == 1>>The assitant ushersyou in [[{Rep: Oli +1}|3 oli]].<<else>>The assitant ushers you in {Rep: Oli +1}.<</if>></li>
<li><<if $repcandle == -1>>The assitant hurries you inside [[{Rep: Candles -1}|3 candles]].<<else>>The assitant hurries you inside {Rep: Candles -1}.<</if>></li>
<li>The assitant [[beckons|3 blank]] you enter.</li>
</ul>
*/As you watch the stranger you can't make head or tail of them. Cloaked and still, that's all you can see. Nothing interesting, another boring day in town you muse, [[as you head through the guild gate.|3]]As you watch the stranger you can't help think that their attire seems familar, then you notice its not the outfit but the colour of the @@#can;\
<<link "cloak!">> <<replace "#can">>
<<set $knowblue to true>><<set $pc.knowledge to $pc.knowledge + "Blue, ">>
You gasp in realisation, it must be an <<hover "Oath Taker" "An agent of the Hegemony, an investigator and enforcer of the Oath's of Kalen.">>, only they wear the blue cloaks of the Hegemony.
You rub your eyes to make sure you're not mistaken, but when you look again the figure is gone. Confused, [[you carry on with your errand.|3]]
<<prepend '#mini-log'>>\
<<log>> Knowledge: Blue
<</prepend>>\
<</replace>><</link>>
@@
/*
<span class="infotx">Knowledge: Blue</span><<set $knowblue to true>><<set $pc.knowledge to $pc.knowledge + "Blue, ">>
*/<<if $knowblue>>\
As you wait for the sneering assitant to return do you...
* Ask how your friend [[Oli|3 apprentice]] is coming along?
* Ask what's the [[assitants|3 assistant]] problem?
* Ask where the [[package|3 package]] has come from?
* Ask about the [[stranger {Knowledge: Blue}|3 stranger]]? <<key>>
<<else>>\
As you wait for the sneering assitant to return do you...
* Ask how your friend [[Oli|3 apprentice]] is coming along?
* Ask what's the [[assitants|3 assistant]] problem?
* Ask where the [[package|3 package]] has come from?
* Ask about the [[figure|3 figure]] outside?
<</if>>! How the OATH System works pt.4
!! Combat
Sometimes you will need to fight!
//When fighting an Opponent you will use the same resolution mechanic, but instead of using ''{Keywords}'', you will need to compare your ''Rank'' to your Opponent's.
* If you are of ''lesser Rank'' you will roll 1d6.
* If you are of ''equal Rank'' you will roll 2d6.
* If you are of ''greater Rank'' you will roll 3d6.
For every 5 and 6 you score you will deal damage to the Opponent's Stamina.
If no dice score a 5 or 6 the Opponent deal damage to your Stamina once.
Every roll of the dice pool is a Combat Round. If you reduce all your opponents to 0 Stamina then you win the Combat.
If your Stamina is ever reduced to 0 you are slain and must restart.//
<<set $opp1stam to 6>><<set $stamina to 10>><<set $rank to 2>>
''"Let's see what you're made of!"''
!!! COMBAT
__''$name''__
Rank: <<print $rank>> | Sword: 3
Stamina: <span id='stam'><<print $stamina>></span> / 10
''Vs.''
__''Twine Demon''__
Rank: 3 | Claws: 3
Stamina: <span id='opp1stam'><<print $opp1stam>></span> / 6
''"As you have lesser rank you only roll 1d6! MWAHAHAH!"''
"Take this sword and Healing Potion"
''"You can always [[flee!|Fled]]"''
<<button '1d6'>>
<<set $roll to random(1, 6)>>
<<if $roll gte 5>>
<<append '#roll-outcome'>>
You rolled a [$roll]. Success! You hurt me! [Twine Demon -3 Stamina]\
<</append>>
<<replace '#opp1stam'>><<set $opp1stam to $opp1stam-3>><<print $opp1stam>><</replace>>
<<else>>
<<append '#roll-outcome'>>
You rolled a [$roll]. Failed! I hurt you! [$name -3 Stamina]\
<</append>>
<<replace '#stam'>><<set $stamina to $stamina-3>><<print $stamina>><</replace>>
<</if>>
<<if $stamina lte 0>>
<<append '#roll-outcome'>>
You are slain! [[Death!|CombatDeath]]\
<</append>>
<</if>>
<<if $opp1stam lte 0>>
<<append '#roll-outcome'>>
You defeated me! [[Victory!|Victory]]\
<</append>>
<</if>>
<</button>>
<span class="infotx"><span id='roll-outcome'></span></span>
<<linkreplace 'Healing Potion [Stamina +4]'>>
<<replace '#stam'>><<set $stamina to $stamina+4>><<print $stamina>><</replace>>
<<append '#roll-outcome'>>
You healed +4 Stamina.\
<</append>>\
<</linkreplace>>
<<if $opp1stam lte 0 or $stamina lte 0>>
ok
<<else>>
nope
<</if>>
You help your friend remove the damaged boards of the crate and hammer in the new nails.
>"Thanks $pc.name, you helped me get this sorted quicker!", calls Oli as he rushes inside with the crate.\
You look up to check if the figure is still about, unfortunately they seem to have moved on, you decide you better hurry up yourself and [[head through the guild gate.|3]]
<<set $repoli to 1>><<set $pc.reputation to $pc.reputation + "Oli +1, ">>\
<<done>>\
<<prepend '#mini-log'>>\
<<log>> Reputation: Oli +1
<</prepend>>\
<</done>>\You help your friend but it takes a very long time to remove the damaged boards of the crate and hammer in the new nails.
>"Thanks $pc.name, but I bet you're running late!", calls Oli as he rushes inside with the crate.
You look up to check if the figure is still about, unfortunately they seem to have moved on, you decide you better hurry up yourself and [[head through the guild gate.|3]]
<<set $repcandle to -1>><<set $pc.reputation to $pc.reputation + "Candle -1, ">>\
<<done>>\
<<prepend '#mini-log'>>\
<<log>> Reputation: Candle -1
<</prepend>>\
<</done>>\You enter the guild master's office.
> "The youth has come for the consignment sire," snivels the assitant "late as usual, don't know what their $pc.relative sees in them!" he whinges.
Giving your name and errand you greet the head of the guild.
> "Well $pc.name, good morning to you," welcomes the old head of the guild, "Ral I just watched this youth help Wulf's apprentice! So shut up and go and get that package that came last night!" Turning back he adds "We'll get your $pc.relative's order for you, I am Master Geer".\
[[Continue...|3 master]]You enter the guild master's office.
> "The youth has come for the consignment sire," snivels the assitant "late as usual, don't know what their $pc.relative sees in them!" he whinges.
Giving your name and errand you greet the head of the guild.
> "Well $pc.name, good morning to you," welcomes the old head of the guild, "Ral leave them be! Go and get that package that came last night!" Turning back he adds "We'll get your $pc.relative's order for you, I am Master Geer".\
[[Continue...|3 master]]You enter the guild master's office.
> "The youth has come for the consignment sire," snivels the assitant "late as usual, don't know what their $pc.relative sees in them!" he whinges.
Giving your name and errand you greet the head of the guild.
> "Well $pc.name, good morning to you," welcomes the old head of the guild, "Ral he may be late but I just saw them aid Wulf's apprentice, there's not many folk that help one another these days, so shut up and go and get that package that came last night!" Turning back he adds "We'll get your $pc.relative's order for you, I am Master Geer".\
[[Continue...|3 master]]You ask about the stranger..
> "Oh really?" the master looks worried, "no that can't be right, no <<hover "taker" "Short hand for an Oath Taker.">> would be hanging around outside our humble guild, not a chance..." he trails off and ignores any further questions on the matter.\
Then the assitant returns with the [[package|4]].You ask about the package.
> "Ah yes, its a strange one," he scratches his long beard, "as I understand it, it has travelled a long way, many couriers have passed it along!"\
Then the assitant returns with the [[package|4]].You ask about the assitant.
> "Ignore that old cur, he's been a pain in my backside for years," chuckles the old master.\
Then the assitant returns with the [[package|4]].You ask about Oli.
> "Oli is a good student, and I'm sure one day could even be sitting in this very chair," laughs the guilder, "remember his name, as he is a tenacious learner!"\
Then the assitant returns with the [[package|4]].Ral the assitant gloomily sets a small wooden chest on his master's desk. Then Master Geer hands you a key, "It's been packed in one of our guild house's chests from the <<hover "west" "If it has come from the west, you wonder if maybe it crossed the border from Hewmark.">>, we all use the same master key. Here open it up and let's see."
Surprised to see a chest, you start to think this can't just be an order of candles.
You take the key and open up the chest, inside is a plain cloth draw string bag. Taking this out you feel underwhelmed, surely chests carry coins not bags! The master and the assitant share you woe, as when you shake the bag no noise of riches is heard.\
> "Well come on child open it up I say," urges Ral.
> "Stop your yapping man, it's not our business, let $pc.name decide what to do," counters the friendly master.\
Do you...
* [[Open|4 reveal]] the bag and see what's inside.
* Thank them for the package and head back to your [[$pc.relative|5]].
<<set $pc.obj to "Return Package ">>\
<<pickup $treasures "Package" 1>>\
<<done>>\
<<prepend '#mini-log'>>\
<<log>> Objective: Return Package <<bag>> Treasure: Package
<</prepend>>\
<</done>>\You ask about the figure.
> "Probably some scoundrel from the <<hover "Candlestick Maker's Guild!" "Clearly a rival of the Candle Makers Guild!">>" he roars thumping the table, "those cretins are always trying to steal away our journeymen."\
Then the assitant returns with the [[package|4]].Eager to look you pull open the bag, and fish inside. You touch a smooth and small oval, drawing it out you see that it is an <<hover "onyx" "A semi-precious variety of agate with different colours in layers.">> stone. Turning it over you study the swirlling black and white patterns.\
> "It's just a pebble sire, " whispers Ral to Geer.
> "Well yes I can see that you idiot, " berates the guild master, "is that what your $pc.relative was expecting $pc.name?\
Unsure you turn the stone over, it has clearly been worked and polished, you have no idea what it could mean and place it back into the bag. Thanking the pair you make your way back to your [[$pc.relative|5]].
<<set $knowstone to true>><<set $pc.knowledge to $pc.knowledge + "Stone, ">>\
<<drop $treasures "Package" 1>>\
<<pickup $treasures "Onyx Stone" 1>>\
<<done>>\
<<prepend '#mini-log'>>\
<<log>> Knowledge: Stone
<</prepend>>\
<</done>>\As you leave the courtyard you wave to your friend Oli, as he continues his apprenticeship. Heading back along the route you came by, you can't help pondering about the \
<<if $knowstone>>\
stone...\
<<else>>\
cloth bag...\
<</if>>
@@#can;\
* <<link "Is it a gift?">><<replace "#can">>
Some sort of valuable item? Maybe from an old friend or family member? Certainly your $pc.relative would not have sent you out for some rock?
You turn at the old pub and head on to deliver the [['goods'|6]].\
<</replace>><</link>>
* <<link "Is it a message?">><<replace "#can">>
Is it an omen of good fortune or a warning from a competitor? Certainly your $pc.relative would not have sent you out for some rock?
You turn at the old pub and head on to deliver the [['goods'|6]].\
<</replace>><</link>>
* <<link "Is the real package missing?">><<replace "#can">>
Maybe someone replaced what was supposed to be in the bag! Certainly your $pc.relative would not have sent you out for some rock?
You turn at the old inn and head on to deliver the [['goods'|6]].\
<</replace>><</link>>\Suddenly something makes you look over your shoulder \
@@#can;\
<<link "{Mind 2, Eagle-eyed}">><<replace "#can">>...
<<if $pc.mind gte 2 and $pc.ability1 is "Eagle-eyed">>
<<Act3d6 "6 bully missed" "6 bully hit">>
<<elseif $pc.mind gte 2 or $pc.ability1 is "Eagle-eyed">>
<<Act2d6 "6 bully missed" "6 bully hit">>
<<else>>
<<Act1d6 "6 bully missed" "6 bully hit">>
<</if>>
<</replace>><</link>>. <<d6>>
@@
/*
** [[Success.|6 bully missed]]
** [[Fail.|6 bully hit]]
*/You perceive motion, and before you're aware you duck a fist coming at your face!
\
> "Greebo, you idiot!," yells a voice you recognise and loathe, "Stay where you are $pc.name," it shrieks.\
You look up, before you stands <<hover "Greebo Wahl" "A large, toothless, thug of a youth and a long time terror to the children of Verda">>, the resident bully and idiot. Behind him, his partner in petty crime, lurks <<hover "Slem Rus" "A slight and wiry, weasel-like boy.">>, you have evidently been cornered by the pair.\
> "Got summit for me $pc.name?" drools Greebo.
> "Yeah, what you got," demands Slem.\
Greebo is big but simple, and Slem is weak but cunning, toghether they make quite a team, but you know they're not brave and are oppurtunitsts more then real villians.
You can't run away, what do you do...
* [[Fight|6 fight]] back! <<com>>
* Try to [[convice|6 convince]] them to leave you alone.
* Stall them to try and [[plan|6 plan]] another means of escape.Before you can fully turn about, you're struck about the face!
\
> "Nice Greebo!," yells a voice you recognise and loathe, "Look what we've found!," it shouts in glee.\
You look up, holding a palm to your sore cheek, before you stands <<hover "Greebo Wahl" "A large, toothless, thug of a youth and a long time terror to the children of Verda">>, the resident bully and idiot. Behind him, his partner in petty crime, lurks <<hover "Slem Rus" "A slight and wiry, weasel-like boy.">>, you have evidently been cornered by the pair.\
> "Got summit for me $pc.name?" drools Greebo.
> "Yeah, what you got," demands Slem.\
Greebo is big but simple, and Slem is weak but cunning, toghether they make quite a team, but you know they're not brave and are oppurtunitsts more then real villians.
You can't run away, what do you do...
* [[Fight|6 fight]] back! <<com>>
* Try to [[convice|6 convince]] them to leave you alone.
* Stall them to try and [[plan|6 plan]] another means of escape.
<<set $pc.stamina +=-1>>\
<<done>>\
<<prepend '#mini-log'>>\
<<you>> Stamina: -1
<</prepend>>\
<</done>>\<div style="text-align: center;">\
<div class="cinzel-decorative-black">\
! THE OATH
</div>
Forge thy Body,
to protect and be ready.
Temper thy Mind,
to learn and teach in kind.
Hone thy Will,
to drive and not standstill.
Don the blue.
Hold the oaths true.
Go seek out the dark.
Unveil, defy and condemn its mark.
<<button [[Prologue|PC Name]]>><</button>>
</div><<set $opp = {id: "Leader", rk: 4, st: 15, ts: 15, dm: 4, pt: 3, tp: 3}>>\
!! $opp.id Combat
<div style="text-align: center;">
<<Comtable>>
<<Combat $opp.rk "widget test" "boss">></div>
Arena:
[[Leader|leader]]
[[Rival|rival]]
[[Minion|minion]]
<<link "Rest">>
<<set $pc.ready1 to true>>
<<set $pc.ready2 to true>>
<<set $pc.ready3 to true>>
<<redo>>
<</link>>
<<link [[Waiting room|waiting room]]>><<set $pc.incombat to false>><</link>>
/*[[victory]]*/<<set $opp = {id: "Rival", rk: 3, st: 10, ts: 10, dm: 3, pt: 2, tp: 2}>>\
!! $opp.id Combat
<div style="text-align: center;">
<<Comtable>>
<<Combat $opp.rk "widget test" "boss">></div>
Arena:
[[Leader|leader]]
[[Rival|rival]]
[[Minion|minion]]
<<link "Rest">><<Rest>><</link>>
<<link [[Waiting room|waiting room]]>><<set $pc.incombat to false>><</link>><<set $opp = {id: "Minions", rk: 1, st: 6, ts: 6, dm: 1, pt: 0, tp: 0}>>\
!! $opp.id Combat
<div style="text-align: center;">
<<Comtable>>
<<Combat $opp.rk "widget test" "rival">></div>
Arena:
[[Leader|leader]]
[[Rival|rival]]
[[Minion|minion]]
<<link "Rest">><<Rest>><</link>>
<<link [[Waiting room|waiting room]]>><<set $pc.incombat to false>><</link>><<set $opp = {id: "Greebo & Slem", rk: 3, st: 10, ts: 10, dm: 1, pt: 0, tp: 0}>>\
\
!! Greebo & Slem Combat
The scoundrels advance, Greebo taking the lead with Slem creeping behind, together they will make a challenge but you're determined to stand up to them!
<div style="text-align: center;">
<<Comtable>>
<<Combat $opp.rk "6 beaten" "8">></div>
<<nobr>>
<<do>>
<<if $pc.stamina < 6>>
<<remove "#Techpanel">><<remove "#remove-Combatd6">><<set $pc.incombat to false>>
With Greebo's last blow, honeyed with Slem's insults, they step back from you, [[beaten|6 beaten]] on the floor.
<<elseif $opp.st < 6>>
<<remove "#Techpanel">><<remove "#remove-Combatd6">><<set $pc.incombat to false>>
Greebo falls from your last blow, Slem runs instantly, you leave the oaf alone on the floor and [[continue|8]] to your $pc.relative's.
<br>
/*<<set $pc.reputation to $pc.reputation + "Greeb & Slem [+1], ">><<set $repgreeb to 1>>
<br>
<span class="infotx">Reputation: Greeb & Slem [+1]</span>*/
<</if>>
<</do>>
<</nobr>>
/*
[[6 beaten]]
[[8]]
*/What do you say to try and convince the pair of goons...
@@#can;\
...offer them something?<ul>
<<if $backpack.has('Lockpick')>>\
<li>Give them your [[lockpicks|6 lockpicks]] and hope that will do?</li><</if>>\
<<if $backpack.has('Merchant Coin')>>\
<li>Give them your [[Merchant coin|6 coin]] and hope that will do?</li><</if>>\
<<if $backpack.has('Vernian Sweet')>>\
<li>Give them your [[sweets|6 sweets]] and hope that will do? <<key>></li><</if>>\
<li>Give them all the [[money|6 krowns]] you have?</li>
</ul>\
...or try and talk your way out of this?
<ul>\
<li>"Look I'm on an errand, once I've been paid you can have a cut." <<link "{Will 1, Silver-tongued}">><<replace "#can">>
"Look I'm on an errand, once I've been paid you can have a cut."
<<if $pc.will gte 1 and $pc.ability1 is "Silver-tongued">>
<<Act3d6 "6 con owe" "6 con fail">>
<<elseif $pc.will gte 1 or $pc.ability1 is "Silver-tongued">>
<<Act2d6 "6 con owe" "6 con fail">>
<<else>>
<<Act1d6 "6 con owe" "6 con fail">>
<</if>>
<</replace>><</link>>. <<d6>></li>
<li>"Easy lads, I've got nothing you want." <<link "{Will 2, Silver-tongued}">><<replace "#can">>
"Easy lads, I've got nothing you want."
<<if $pc.will gte 2 and $pc.ability1 is "Silver-tongued">>
<<Act3d6 "6 con owe" "6 con fail">>
<<elseif $pc.will gte 2 or $pc.ability1 is "Silver-tongued">>
<<Act2d6 "6 con nowt" "6 con fail">>
<<else>>
<<Act1d6 "6 con nowt" "6 con fail">>
<</if>>
<</replace>><</link>>. <<d6>></li>
<li>"''What's that behind you!''" <<link "{Will 3, Silver-tongued}">><<replace "#can">>
"''What's that behind you!''"
<<if $pc.will gte 3 and $pc.ability1 is "Silver-tongued">>
<<Act3d6 "6 con owe" "6 con fail">>
<<elseif $pc.will gte 3 or $pc.ability1 is "Silver-tongued">>
<<Act2d6 "6 con fool" "6 con fail">>
<<else>>
<<Act1d6 "6 con fool" "6 con fail">>
<</if>>
<</replace>><</link>>. <<d6>></li>
</ul>
@@
/*
[[6 con nowt]]
[[6 con owe]]
[[6 con fool]]
[[6 con fail]]
*/You start talking to the goons, saying how nice a day it is as you quickly look about for any options of escape.
You are behind the inn, surely someone will hear if you shout for help? But also you spot a old walking cane laid on top of a barrel, it could make for a desperate weapon.
@@#can;\
What do you do...
<ul>\
<li><<link [[Grab|6 cane]]>><<drop $weapons "Unarmed (D.1)" 1>><<pickup $weapons "Cane (D.2)" 1>><<set $pc.damage to 2>><</link>> the cane to defend yourself! </li>
<li>Call for aid as loud as you can <<link "{Will 2, Silver-tounged}">>. <<d6>>
<<replace "#can">>
You bellow for help!
<<if $pc.will gte 2 and $pc.ability1 is "Silver-tongued">>
<<Act3d6 "6 aid" "6 unheard">>
<<elseif $pc.body gte 1 or $pc.ability1 is "Silver-tongued">>
<<Act2d6 "6 aid" "6 unheard">>
<<else>>
<<Act1d6 "6 aid" "6 unheard">>
<</if>>
<</replace>><</link>>. <<d6>></li>
</ul>
/*
[[6 aid]]
[[6 unheard]]
*/
As you lay on the ground wounded and winded they mug you.
<<if $knowstone>>\
They find the onyx stone, turning over it they laugh between them.
> "So poor his only treasure is a rock," mocks Slem.
They drop the stone at your feet and strut off back to the main street.
Wearily you get up and [[continue|8]] to your $pc.relative.
<<set $pc.krowns to 0>>\
<<set $pc.reputation to $pc.reputation + "Greeb & Slem -1, ">>\
<<done>>\
<<prepend '#mini-log'>>\
<<log>> Knowledge: Stone, Reputation: Greeb & Slem -1 <<bag>> Krowns: 0
<</prepend>>\
<</done>>\
<<else>>\
They find the bag you collected, rummaging inside they pull out a small item, puzzled at first they look to one another then you, and then the gangly Slem begins to roar with laughter.
> "So poor his only treasure is a rock," mocks Slem.\
They drop the stone at your feet and strut off back to the main street. You pull yourself up and look at the focus of their amusement.
You touch a smooth and small oval, drawing it out you see that it is an <<hover "onyx" "A semi-precious variety of agate with different colours in layers.">> stone. Turning it over you study the swirlling black and white patterns.
Unsure you turn the stone over, it has clearly been worked and polished, you have no idea what it could mean and place it back into the bag. Wearily you get up and [[continue|8]] to your $pc.relative's.
<<set $pc.krowns to 0>>\
<<set $pc.reputation to $pc.reputation + "Greeb & Slem -1, ">>\
<<set $knowstone to true>><<set $pc.knowledge to $pc.knowledge + "Stone, ">>\
<<drop $treasures "Package" 1>>\
<<pickup $treasures "Onyx Stone" 1>>\
<<done>>\
<<prepend '#mini-log'>>\
<<log>> Knowledge: Stone <<log>> Reputation: Greeb & Slem -1 <<bag>> Krowns: 0
<</prepend>>\
<</done>>\
<</if>>The thugs believe you.
> "Fine then you filth, you're free to go but the next time me and Greeb see yah, we'll be taking your poxy shoes, got it?" he wails as they march off.\
You breathe a sigh of relief, glad that their current interest is not in your meagre belongings. You [[hurry|8]] on back.As you though the mention on money has pricked their ears.
> "Good!" grins Slem, "hear that Greeb? He's talking sense, you run along, get your pay and bring it to me, then I'll decide what your cut is $pc.name!"\
With that they're gone, and you're free once more to [[carry on|8]], the threat of debt being better than a good beating.
<span class="infotx">Knowledge: Pay</span><<set $pc.knowledge to $pc.knowledge + "Pay, ">><<set $pc.ready1 to true>>Unbelivably the duo spin about behind them! Before they can realise the deception, you have split past them and sprint as fast as you can down another side alley.
Curses follow as you dart ahead, you're sure Greebo won't be able to keep up with you, but Slem being taller will have no trouble. The end of alley approaches and you have two options...
@@#can;\
Do you...<ul>
<li>Use a stack of barrels to climb onto the roof of one of the houses <<link "{Body 2, Broad-shouldered}">><<replace "#can">>Use a stack of barrels to climb onto the roof of one of the houses...
<<if $pc.body gte 2 and $pc.ability1 is "Broad-shouldered">>
<<Act3d6 "6 roofs" "6 fail">>
<<elseif $pc.body gte 1 or $pc.ability1 is "Broad-shouldered">>
<<Act2d6 "6 roofs" "6 fail">>
<<else>>
<<Act1d6 "6 roofs" "6 fail">>
<</if>>
<</replace>><</link>>. <<d6>></li>
<li>Try to get behind the stack of barrels and [[Hide |6 hide]].</li>
</ul>
@@
/*
** [[6 hide]]
** [[6 roofs]]
** [[6 fail]]
*/They're not convinced.
> "Shut up!" screams Slem, "Get 'im!".\
The pair move on you quickly, you have to [[fight!|6 fight]] <<com>>Slinking inside the stack you miraculously find a small opening that lead into the adjoining house. You squirm through finding yousellr in a store room of the old inn.
Quickly you rush out a side door on the other side of the inn and blend into the crowd, and make [[haste|8]] to your $pc.relative's.Pulling up quickly on to the roof, you race off in a different direction, below you hear Slem's confusion as he rounds the alley bend and finds you've disappeared.
Soon their short attention spans wane and the two of them wander of back to town, clearly after fresh prey. Glad you collapse on the roof, another day in Verda you think.
The wind turns and you look back across the roofs, a few roof tops away you spot a shape. It is tall, blue and eirily still. As you stare at it your mind perceives it as a cloaked figure, which clearly is staring directly at you!
Before you can determine what to do, the figure drops off the roof and disappears from sight. Are you being followed?
\
<<if $knowblue>>
You recognize the hue of the cloak, is must be the figure you saw outside the Candle Makers Guild earlier today! Why is a <<hover "taker" "Short hand for an Oath Taker.">> watching you? Nervous, you drop down on the far side, and [[head|8]] home.
<<else>>
Not wishing to linger you pick your way across the inn roof until you can drop down on the far side, safe for the time being you [[head|8]] home.
<</if>>
<span class="infotx">Knowledge: Watched</span><<set $knowwatched to true>><<set $pc.knowledge to $pc.knowledge + "Watched, ">>You desperatley try to climb up, but your grips slips and you fall down to the alley below. When you get up the pair are there again and coming towards you, with nothing more you can do you prepare to [[fight!|6 fight]] <<com>><<widget "roll1">><<nobr>>
<<if _rolls1 == 1>><<one>><</if>>
<<if _rolls1 == 2>><<two>><</if>>
<<if _rolls1 == 3>><<three>><</if>>
<<if _rolls1 == 4>><<four>><</if>>
<<if _rolls1 == 5>><<five>><</if>>
<<if _rolls1 == 6>><<six>><</if>>
<</nobr>><</widget>>
<<widget "roll2">><<nobr>>
<<if _rolls2 == 1>><<one>><</if>>
<<if _rolls2 == 2>><<two>><</if>>
<<if _rolls2 == 3>><<three>><</if>>
<<if _rolls2 == 4>><<four>><</if>>
<<if _rolls2 == 5>><<five>><</if>>
<<if _rolls2 == 6>><<six>><</if>>
<</nobr>><</widget>>
<<widget "roll3">><<nobr>>
<<if _rolls3 == 1>><<one>><</if>>
<<if _rolls3 == 2>><<two>><</if>>
<<if _rolls3 == 3>><<three>><</if>>
<<if _rolls3 == 4>><<four>><</if>>
<<if _rolls3 == 5>><<five>><</if>>
<<if _rolls3 == 6>><<six>><</if>>
<</nobr>><</widget>>
/* OLD HOVER
<<widget "hover">><<nobr>>
<div class="tooltip"><span class="orntx">_args[0]</span><span class="tooltiptext">_args[1]</span>
</div><</nobr>>\
<</widget>>
*/
<<widget "hover">><<nobr>>
<div class="tooltip">_args[0]<span class="tooltiptext">_args[1]</span>
</div><</nobr>>\
<</widget>>
<<widget "log">><<nobr>>
<span class="fa-solid fa-file-lines"></span>
<</nobr>>\
<</widget>>
<<widget "you">><<nobr>>
<span class="fa-solid fa-user"></span>
<</nobr>>\
<</widget>>
<<widget "eqp">><<nobr>>
<span class="fa-solid fa-shield-halved"></span>
<</nobr>>\
<</widget>>
<<widget "bag">><<nobr>>
<span class="fa-solid fa-sack-xmark"></span>
<</nobr>>\
<</widget>>
<<widget "key">><<nobr>>
<span class="fa-solid fa-lock"></span>
<</nobr>>\
<</widget>>
<<widget "d6">><<nobr>>
<span class="fa-solid fa-dice-d6"></span>
<</nobr>>\
<</widget>>
<<widget "com">><<nobr>>
<span class="fa-solid fa-hand-fist"></span>
<</nobr>>\
<</widget>>
<<widget "go">><<nobr>>
<span class="fa-solid fa-chevron-right"></span>
<</nobr>>\
<</widget>>
<<widget "giv">><<nobr>>
<span class="fa-solid fa-right-left"></span>
<</nobr>>\
<</widget>>
<<widget "talk">><<nobr>>
<span class="fa-solid fa-comment"></span>
<</nobr>>\
<</widget>>
<<widget "info">><<nobr>>
<span class="fa-solid fa-bookmark"></span>
<</nobr>>\
<</widget>>
<<widget "ready">><<nobr>>
<span class="grntx"><span class="fa-solid fa-square-check"></span></span>
<</nobr>>\
<</widget>>
<<widget "unready">><<nobr>>
<span class="redtx"><span class="fa-solid fa-square-xmark"></span></span>
<</nobr>>\
<</widget>>
<<widget "shield">><<nobr>>
<span class="fa-solid fa-shield"></span>
<</nobr>>\
<</widget>>
<<widget "noshield">><<nobr>>
<span class="infotx"><span class="fa-solid fa-shield"></span></span>
<</nobr>>\
<</widget>>
<<widget "bolt">><<nobr>>
<span class="fa-solid fa-bolt-lightning"></span>
<</nobr>>\
<</widget>>
<<widget "one">><<nobr>>
<span class="failtx"><span class="fa-solid fa-dice-one"></span></span>
<</nobr>>\
<</widget>>
<<widget "two">><<nobr>>
<span class="failtx"><span class="fa-solid fa-dice-two"></span></span>
<</nobr>>\
<</widget>>
<<widget "three">><<nobr>>
<span class="failtx"><span class="fa-solid fa-dice-three"></span></span>
<</nobr>>\
<</widget>>
<<widget "four">><<nobr>>
<span class="failtx"><span class="fa-solid fa-dice-four"></span></span>
<</nobr>>\
<</widget>>
<<widget "five">><<nobr>>
<span class="succtx"><span class="fa-solid fa-dice-five"></span></span>
<</nobr>>\
<</widget>>
<<widget "six">><<nobr>>
<span class="succtx"><span class="fa-solid fa-dice-six"></span></span>
<</nobr>>\
<</widget>>
<<widget "pot">><<nobr>>
<span class="fa-solid fa-prescription-bottle-medical"></span>
<</nobr>>\
<</widget>><<widget "Act3d6">><<nobr>>
@@#Act3d6;
<<button '3D6 <<d6>>'>>
<<replace "#Act3d6">>
<<set _rolls1 to random(1, 6)>>
<<set _rolls2 to random(1, 6)>>
<<set _rolls3 to random(1, 6)>>
<span class="infotx">
<<if _rolls1 gte 5 or _rolls2 gte 5 or _rolls3 gte 5>>
Rolled <<roll1>> <<roll2>> <<roll3>> <<Hit>>
<br>
<<link "Success">>
<<goto _args[0]>>
<</link>>
<<else>>
Rolled <<roll1>> <<roll2>> <<roll3>> <<Miss>>
<br>
<<link "Failure">>
<<goto _args[1]>>
<</link>>
<</if>>
</span>
<</replace>>
<</button>>
@@
<</nobr>><</widget>>
<<widget "Act2d6">><<nobr>>
@@#Act2d6;
<<button '2D6 <<d6>>'>>
<<replace "#Act2d6">>
<<set _rolls1 to random(1, 6)>>
<<set _rolls2 to random(1, 6)>>
<span class="infotx">
<<if _rolls1 gte 5 or _rolls2 gte 5>>
Rolled <<roll1>> <<roll2>> <<Hit>>
<br>
<<link "Success">>
<<goto _args[0]>>
<</link>>
<<else>>
Rolled <<roll1>> <<roll2>> <<Miss>>
<br>
<<link "Failure">>
<<goto _args[1]>>
<</link>>
<</if>>
</span>
<</replace>>
<</button>>
@@
<</nobr>><</widget>>
<<widget "Act1d6">><<nobr>>
@@#Act1d6;
<<button '1D6 <<d6>>'>>
<<replace "#Act1d6">>
<<set _rolls1 to random(1, 6)>>
<span class="infotx">
<<if _rolls1 gte 5>>
Rolled <<roll1>> <<Hit>>
<br>
<<link "Success">>
<<goto _args[0]>>
<</link>>
<<else>>
Rolled <<roll1>> <<Miss>>
<br>
<<link "Failure">>
<<goto _args[1]>>
<</link>>
<</if>>
</span>
<</replace>>
<</button>>
@@
<<redo>>
<</nobr>><</widget>>
<<widget "Com3d6">>
@@#remove-Combatd6;\
<span class="comb"><<button 'Combat: 3D6 <<d6>>'>>
<<set $r to $r + 1>>
<<set _rolls1 to random(1, 6)>>
<<set _rolls2 to random(1, 6)>>
<<set _rolls3 to random(1, 6)>>
<<if _rolls1 gte 5 or _rolls2 gte 5 or _rolls3 gte 5>>\
<<prepend '#rolls-outcome'>>\
''$r'': Rolled <<roll1>> <<roll2>> <<roll3>> <<ComHit>>\
<</prepend>>\
<<else>>\
<<prepend '#rolls-outcome'>>\
''$r'': Rolled <<roll1>> <<roll2>> <<roll3>> <<ComMiss>>\
<</prepend>>\
<</if>>\
<<Check>>\
<</button>></span>
@@\
<span class="infotx"><span id='rolls-outcome'></span></span>\
<</widget>>
<<widget "Com2d6">>
@@#remove-Combatd6;\
<span class="comb"><<button 'Combat: 2D6 <<d6>>'>>
<<set $r to $r + 1>>
<<set _rolls1 to random(1, 6)>>
<<set _rolls2 to random(1, 6)>>
<<if _rolls1 gte 5 or _rolls2 gte 5>>\
<<prepend '#rolls-outcome'>>\
''$r'': Rolled <<roll1>> <<roll2>> <<ComHit>>\
<</prepend>>\
<<else>>\
<<prepend '#rolls-outcome'>>\
''$r'': Rolled <<roll1>> <<roll2>> <<ComMiss>>\
<</prepend>>\
<</if>>\
<<Check>>\
<</button>></span>
@@\
<span class="infotx"><span id='rolls-outcome'></span></span>\
<</widget>>
<<widget "Com1d6">>
@@#remove-Combatd6;\
<span class="comb"><<button 'Combat: 1D6 <<d6>>'>>
<<set $r to $r + 1>>
<<set _rolls1 to random(1, 6)>>
<<if _rolls1 gte 5>>\
<<prepend '#rolls-outcome'>>\
''$r'': Rolled <<roll1>> <<ComHit>>\
<</prepend>>\
<<else>>\
<<prepend '#rolls-outcome'>>\
''$r'': Rolled <<roll1>> <<ComMiss>>\
<</prepend>>\
<</if>>\
<<Check>>\
<</button>></span>
@@\
<span class="infotx"><span id='rolls-outcome'></span></span>\
<</widget>>
<<widget "Hit">>\
<span class="grntx">''Hit!''</span>\
<</widget>>\
<<widget "Miss">>\
<span class="redtx">''Miss!''</span>\
<</widget>>\
<<widget "ComHit">>\
<<if $opp.pt gte 1>>\
<<prepend '#rolls-outcome'>>\
<span class="grntx">''Hit!'' (-1 Protection).</span>
<<set $opp.pt to $opp.pt -1>><<redo>>\
<</prepend>>\
<<else>>\
<<prepend '#rolls-outcome'>>\
<span class="grntx">''Hit!'' (-<<print Math.clamp($pc.damage, 0, 100)>> Stamina).</span>
<<set $opp.st to $opp.st - $pc.damage>><<redo>>\
<</prepend>>\
<</if>>\
<</widget>>
<<widget "ComMiss">>\
<<if $pc.protection gte 1>>\
<<prepend '#rolls-outcome'>>\
<span class="redtx">''Miss!'' (-1 Protection).</span>
<<set $pc.protection to $pc.protection -1>><<redo>>\
<</prepend>>\
<<else>>\
<<prepend '#rolls-outcome'>>\
<span class="redtx">''Miss!'' (-<<print Math.clamp($opp.dm, 0, 100)>> Stamina).</span>
<<set $pc.stamina to $pc.stamina - $opp.dm>><<redo>>\
<</prepend>>\
<</if>>\
<</widget>>
<<widget "Check">>
<<if $pc.stamina lte 0>>
<<prepend '#rolls-outcome'>>\
You are ''defeated''! <<link "Failure">><<goto $lose>><</link>>
<</prepend>>
<</if>>
<<if $opp.st lte 0>>
<<prepend '#rolls-outcome'>>\
You are ''victorious''! <<link "Success">><<goto $win>><</link>>
<</prepend>>
<</if>>
<<if $opp.st lte 0 or $pc.stamina lte 0>>
<<remove "#Techpanel">><<remove "#remove-Combatd6">><<set $pc.incombat to false>><<redo>>
<</if>>
<</widget>><<widget "test">>
Hmm it works \
<</widget>>
<<widget "Rest">><nobr>
<<set $pc.ready1 to true>>
<<set $pc.ready2 to true>>
<<set $pc.ready3 to true>>
<<redo>></nobr>
<</widget>>/* Youth Techniques */
<<widget "Tech_TG">><<nobr>>
<<set $pc.stamina to Math.clamp($pc.stamina + 3, 0, 10)>>
<<prepend '#rolls-outcome'>>
<<bolt>> +3 Stamina (True Grit). <br>
<<redo>>
<</prepend>>
<<set $pc.ready1 to false>><<redo>>
<</nobr>> \
<</widget>>
<<widget "Tech_CF">><<nobr>>
<<set $opp.st to $opp.st - ($pc.damage * 2)>>
<<prepend '#rolls-outcome'>>
<<bolt>> Double damage (Cunning Feint). ''Hit!'' <<print $pc.damage * 2 - $opp.pt>> Damage<br>
<<redo>>
<</prepend>>
<<set $pc.ready2 to false>><<redo>>
<</nobr>> \
<</widget>>
<<widget "Tech_TW">><<nobr>>
<<set $pc.protection to $pc.protection + 1>>
<<prepend '#rolls-outcome'>>
<<bolt>> Protection: +1 (Taunting Words). <br>
<<redo>>
<</prepend>>
<<set $pc.ready3 to false>><<redo>>
<</nobr>> \
<</widget>>
/* Taker Techniques */
<<widget "Tech_JT">><<nobr>>
<span title="Stamina +5">
<<set $pc.stamina to Math.clamp($pc.stamina + 5, 0, 10)>>
<<prepend '#rolls-outcome'>>
<<bolt>> +5 Stamina (Journeymens Tonic). <br>
<<redo>>
<</prepend>>
<<set $pc.ready1 to true>><<redo>>
</span><</nobr>> \
<</widget>>
<<widget "Tech_PS">><<nobr>>
<span title="Auto Hit; Damage: 4">
<<set $opp.st to $opp.st-4>>
<<prepend '#rolls-outcome'>>
<<bolt>> 4 Damage (Precision Strike). <br>
<<redo>>
<</prepend>>
<<set $pc.ready2 to true>><<redo>>
</span><</nobr>>\
<</widget>>
<<widget "Tech_IA">><<nobr>>
<span title="Protection +2">
<<set $pc.protection to $pc.protection +2>>
<<prepend '#rolls-outcome'>>
<<bolt>> +2 Protection (Inner Armour). <br>
<<redo>>
<</prepend>>
<<set $pc.ready3 to true>><<redo>>
</span><</nobr>>\
<</widget>>
/* Misc. Techniques */
<<widget "Tech_HP">><<nobr>>
<span title="Stamina +4">
<<set $pc.stamina to $pc.stamina+4>>
<<prepend '#rolls-outcome'>>
<<bag>> +4 Stamina (Healing Potion). <br>
<<redo>>
<</prepend>>
<<set $pc.ready1 to true>><<redo>>
</span><</nobr>> \
<</widget>>Finally you reach home. Rushing in you call out to your $pc.relative, but there is no reply. Searching about you find the place is empty.
Leaving the \
<<if $knowstone>>\
stone\
<<else>>\
cloth bag\
<</if>> by the hearth you decide to get on with you many chores, your $pc.relative must be out and will surely be home later.
You spend the day working hard and manage to fit in a hearty lunch.
Soon it is dark and you head off to bed, despite not seeing your $pc.relative, you are not worried, they have spent many nights away in the past.
As you lie down in your bunk you begin to drift off, wondering why your $pc.relative did not leave a [[note...|The Myths p.2]]
<<done>>\
<<prepend '#mini-log'>>\
<<you>> Stamina: Restored <<bolt>> Techniques: Restored
<</prepend>>\
<</done>>\
<<run UIBar.hide().stow();>>\
<div style="text-align: center;">\
<div class="cinzel-decorative-black">\
/*! Oaths of Onyx*/\
\
<img src="https://img.itch.zone/aW1nLzE5NDc2NTQyLnBuZw==/original/Baq208.png" width=70% height= 40%> /* 757 119 */
!!! PRoloGue
-V8-
</div>
----
<span class="start"><<button "Start">><<goto "The Oath">><</button>></span>
----
<div class="cinzel-decorative-black">\
<<link "Saves">><<script>>UI.saves()<</script>><</link>> | <<link "Settings">><<script>>UI.settings()<</script>><</link>> | <<link [[Rules|Attributes]]>><</link>> | <<link [[Credits|credits]]>><</link >> | <<link [[Test|widget test]]>><</link >>\
</div>\
<img src="https://img.itch.zone/aW1nLzE3NjQ0ODAxLnBuZw==/original/UtPbyT.png" width="150" height= "150">
<<type 40ms none>><span class="infotx">\
This twine gamebook uses the ''OATH'' system by ''ill omen games''.
If you would like to learn the OATH system rules, click Rules above.
</span><</type>>
</div>
<div style="text-align: center;">\
<div class="cinzel-decorative-black">\
! Myths of Vahn
! -2-
</div>
As these fragments of Gena's body separated, they sank into the sea and became great mountains and chasms, the fresh land rose up from the water and bore Gena's carcass up and above the Great Ocean.
Then Gena’s great necklaces, Set and Ri, shattered, their fine metals diving deep into the earth, and its diamonds flying up into the skies above, and the two jewels of great value, danced a great circle to tally the days as the sun and the nights as the moon, counting down to the next journey.
Her innards crumbled and fell over the land, these fuelled the new earth and begat plants and trees in wondrous hues and forms, all memories of Gena’s great travels.
As Gena exhaled their last breath, the winds tore up and rushed through the land, its stirring force spread the seeds of the plants and sent them far and wide.
<<button [[So we can see|10]]>><</button>>
</div><div style="text-align: center;">\
! Character Creation
! -2-
Then assign 2 points across your Attributes, of which you have three:-
!!! 1^^st^^ Attribute point
<<nobr>>
@@#Att1;
<<button 'Body'>>
<<replace "#Att1">>
<<set $pc.body to $pc.body +1>>
<span class="infotx">
Body +1.
</span>
<</replace>><<redo>>
<</button>>
<<button 'Mind'>>
<<replace "#Att1">>
<<set $pc.mind to $pc.mind +1>>
<span class="infotx">
Mind +1.
</span>
<</replace>><<redo>>
<</button>>
<<button 'Will'>>
<<replace "#Att1">>
<<set $pc.will to $pc.will +1>>
<span class="infotx">
Will +1.
</span>
<</replace>><<redo>>
<</button>>
@@
<</nobr>>
!!! 2^^nd^^ Attribute point
<<nobr>>
@@#Att2;
<<button 'Body'>>
<<replace "#Att2">>
<<set $pc.body to $pc.body +1>>
<span class="infotx">
Body +1.
</span>
<</replace>><<redo>>
<</button>>
<<button 'Mind'>>
<<replace "#Att2">>
<<set $pc.mind to $pc.mind +1>>
<span class="infotx">
Mind +1.
</span>
<</replace>><<redo>>
<</button>>
<<button 'Will'>>
<<replace "#Att2">>
<<set $pc.will to $pc.will +1>>
<span class="infotx">
Will +1.
</span>
<</replace>><<redo>>
<</button>>
@@
<</nobr>>
/*
!!! 3^^rd^^ Attribute point
<<nobr>>
@@#Att3;
<<button 'Body'>>
<<replace "#Att3">>
<<set $pc.body to $pc.body +1>>
<span class="infotx">
Body +1.
</span>
<</replace>><<redo>>
<</button>>
<<button 'Mind'>>
<<replace "#Att3">>
<<set $pc.mind to $pc.mind +1>>
<span class="infotx">
Mind +1.
</span>
<</replace>><<redo>>
<</button>>
<<button 'Will'>>
<<replace "#Att3">>
<<set $pc.will to $pc.will +1>>
<span class="infotx">
Will +1.
</span>
<</replace>><<redo>>
<</button>>
@@
<</nobr>>
*/
<<button [[Next: Abilities|PC Abilities]]>><</button>>
</div><<set $pc.rank to $pc.body+$pc.mind+$pc.will>>\
<<set $pc.krowns to 4>>\
<<set $pc.damage to 1>>\
<<pickup $weapons "Unarmed (D.1)" 1>>\
<<set $pc.armour to "None (P.0)">>\
<div style="text-align: center;">\
! Character Creation
! -4-
You will begin with the following:-
<span class="infotx">\
!!! Character
Body: $pc.body
Mind: $pc.mind
Will: $pc.will
Rank: $pc.rank
Damage: $pc.damage
Protection: $pc.protection
Stamina: $pc.stamina
Abilities: $pc.ability1
Techniques: $pc.tech1
!!! Equipment
Weapons: <<inv $weapons>>
Armour:
$pc.armour
!!! Inventory
Backpack: (10 items max)
Krowns: $pc.krowns </span>
If you are ready to play click...
<<button [[START GAME|The Myths p.1]]>><</button>>
</div><div style="text-align: center;">\
! Character Creation
! -3-
@@#Choose;\
Choose 1 Ability (which unlocks a Technique).
For each Attribute with 1 point or more, you may access an Ability:-\
!!! Body Abilities
<<if $pc.body > 0>>\
<<button "Broad-shouldered">>
<<set $pc.ability1 to "Broad-shouldered">><<set $pc.tech1 to "True Grit">><<set $pc.techtip1 to "Stamina: +3.">><<set $pc.techcode1 to "TG">><<set $pc.ready1 to true>><<replace "#Choose">>\
<span class="infotx">Ability: Broad-shouldered<br>Technique: True Grit<br></span>
<<button [[Next: Finalise|PC Finalise]]>>
<</button>><</replace>><</button>>
You excel at physical challenges
''Technique'': <<hover "True Grit" "Stamina: +3">>
<<else>>Not enought Attribute points.
<</if>>\
!!! Mind Abilities
<<if $pc.mind > 0>>\
<<button "Eagle-eyed">>
<<set $pc.ability1 to "Eagle-eyed">><<set $pc.tech1 to "Cunning Feint">><<set $pc.techtip1 to "Deal Damage x2.">><<set $pc.techcode1 to "CF">><<set $pc.ready1 to true>><<replace "#Choose">>\
<span class="infotx">Ability: Eagle-eyed<br>Technique: Cunning Feint<br></span>
<<button [[Next: Finalise|PC Finalise]]>>
<</button>><</replace>><</button>>
Your awareness is exceedingly good.
''Technique'': <<hover "Cunning Feint" "Deal an automatic Hit, that deals double damage.">>
<<else>>Not enought Attribute points.
<</if>>\
!!! Will Abilities
<<if $pc.will > 0>>\
<<button "Silver-tongued">>
<<set $pc.ability1 to "Silver-tongued">><<set $pc.tech1 to "Taunting Words">><<set $pc.techtip1 to "Protection: +1.">><<set $pc.techcode1 to "TW">><<set $pc.ready1 to true>><<replace "#Choose">>\
<span class="infotx">Ability: Silver-tongued<br>Technique: Taunting Words<br></span>
<<button [[Next: Finalise|PC Finalise]]>>
<</button>><</replace>><</button>>
You have a talent with words.
''Technique'': <<hover "Taunting Words" "Protection: +1">>
<<else>>Not enought Attribute points.
<</if>>\
@@
</div>
/*
!!! Body Abilities
<<if $pc.body > 0>>\
!!!! <<linkreplace "Broad-shouldered">>Broad-shouldered\
<<set $pc.ability1 to "Broad-shouldered">><<set $pc.tech1 to "Won't Back Down">><<set $pc.techtip1 to "+2 Stamina in combat.">><<set $pc.techcode1 to "WBD">><<set $pc.ready1 to true>><<replace "#Choose">>\
<span class="infotx">Ability: Broad-shouldered<br>Technique: Won't Back Down<br></span>
<<button [[Next|PC Finalise]]>><</button>><</replace>>
\<<redo>><</linkreplace>>
//You excel at physical challenges.//
!!!! Won't Back Down {Technique}
//+2 Stamina in Combat.//
<<else>>Not enought Attribute points.
<</if>>
!!! Mind Abilities
<<if $pc.mind > 0>>\
!!!! <<linkreplace "Eagle-eyed">>Eagle-eyed\
<<set $pc.ability1 to "Eagle-eyed">><<set $pc.tech1 to "Cunning Feint">><<set $pc.techtip1 to "Deal an automatic Hit, dealing double damage.">><<set $pc.techcode1 to "CF">><<set $pc.ready1 to true>><<replace "#Choose">>\
<span class="infotx">Ability: Eagle-eyed<br>Technique: Cunning Feint<br></span>
<<button [[Next|PC Finalise]]>><</button>><</replace>>
\<<redo>><</linkreplace>>
//Your awareness is exceedingly good.//
!!!! Cunning Feint {Technique}
//Deal an automatic Hit, that deals double damage.//
<<else>>Not enought Attribute points.
<</if>>
!!! Will Abilities
<<if $pc.will > 0>>\
!!!! <<linkreplace "Silver-tongued">>Silver-tongued\
<<set $pc.ability1 to "Silver-tongued">><<set $pc.tech1 to "Taunting Words">><<set $pc.techtip1 to "-1 Opponent Protection.">><<set $pc.techcode1 to "TW">><<set $pc.ready1 to true>><<replace "#Choose">>\
<span class="infotx">Ability: Silver-tongued<br>Technique: Taunting Words<br></span>
<<button [[Next|PC Finalise]]>><</button>><</replace>>
\<<redo>><</linkreplace>>
//You have a talent with words.//
!!!! Taunting Words {Technique}
//-1 Opponent Protection.//
<<else>>Not enought Attribute points.
<</if>>
@@
</div>*/
<div style="text-align: center;">\
<div class="cinzel-decorative-black">\
! MYTHS of VAHN
! -1-
</div>
Before the people, animals and plants of Vahn, all that existed was the waters of the Many Oceans.
Our Great Ocean lay amongst the Many but had its own current and breath.
Then from distant waters, a colossol sea beast, swam into the depths of this Great Ocean.
Gena, who was ancient and had swam the Many Oceans, was coming to another journey's end.
Exhausted, it rolled onto its back and floated in the Great Ocean.
Drifting, it decayed and fell apart, as the life that bound it into being faded and dispersed.
<<button [[So we are told|1]]>><</button>>
</div><div style="text-align: center;">
<div class="cinzel-decorative-black">
! Myths of Vahn
!-3-
</div>
The many teeth of Gena crumbled into dust and the wind cast them about, where they landed they mixed with the earth, and the seas, and the seeds and begat the first animals of the world.
From the liquid of Genas tears, who cried before her demise for she remembered her journey, and longed to swim again, rivers spread throughout the world, when then mixed with the earth and seeds and we're drunk by the animals, sentient life stirred, animals of note began to stand and think and make and speak.
And so Gena gave birth to the world, called Vahn, and in time all things return to their essence of Gena, who one day will take shape anew and begin her great journey across the Many Oceans once more.
<<button [[So we will know|100]]>><</button>>
</div>! Credits
Tile Font: "Cinzel Decorative" Natanael Gama
Text Size and Font code: seth1299
Simple Inventory code: ChapelR (https://twinelab.net/simple-inventory/#/)!!! Attributes
<div class="cols5"><div class="col1">''Body''
$pc.body</div>\
<div class="col2">''Mind''
$pc.mind</div>\
<div class="col3">''Will''
$pc.will</div>\
<div class="col4">
=</div>\
<div class="col5">''Rank''
<<set $pc.rank to 0 + $pc.body + $pc.mind + $pc.will>><<print $pc.rank>></div>\
</div>\
<div class="cols3"><div class="col1">''Damage''
$pc.damage</div>\
<div class="col2">''Protection''
$pc.protection / $pc.totalprotection</div>\
<div class="col3">''Stamina''
<<print Math.clamp($pc.stamina, 0, $pc.totalstamina)>> / $pc.totalstamina</div></div>\
<div style="text-align: left;">\
<div class="cols"><div class="col1">''Abilities''
$pc.ability1
$pc.ability2
$pc.ability3
</div>\
<div class="col1">''Techniques''
<<if $pc.tech1 isnot "">>\
<<if $pc.ready1>>\
<<hover "$pc.tech1" "$pc.techtip1">>\
<<else>>\
<<hover =="$pc.tech1"== "$pc.techtip1">>\
<</if>><</if>>
<<if $pc.tech2 isnot "">>\
<<if $pc.ready2>>\
<<hover "$pc.tech2" "$pc.techtip2">>\
<<else>>\
<<hover =="$pc.tech2"== "$pc.techtip2">>\
<</if>><</if>>
<<if $pc.tech3 isnot "">>\
<<if $pc.ready3>>\
<<hover "$pc.tech3" "$pc.techtip3">>\
<<else>>\
<<hover =="$pc.tech3"== "$pc.techtip3">>\
<</if>><</if>>
</div></div>\
</div>\!!! Objectives
$pc.obj
!!! Knowledge
$pc.knowledge
!!! Reputation
$pc.reputation<<do>>\
!!! Krowns
Ǩ $pc.krowns
!!! Backpack
<<inv $backpack use inspect>>
!!! Treasure
<<inv $treasures>>
<</do>>\<<do>>\
!!! Weapons
<<inv $weapons>>
!!! Armour
<<inv $armour>>
<</do>>\1
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Happy with your offering the pair slope off into town.
[[Continue...|8]]
<<drop $backpack "Sweets" 2>>
<<done>>\
<<prepend '#mini-log'>>\
<<bag>> Backpack: removed Vernian Sweet
<</prepend>>\
<</done>>\Happy with your offering the pair slope off into town.
[[Continue...|8]]
<<drop $backpack "Lockpick" 2>>\
<<done>>\
<<prepend '#mini-log'>>\
<<bag>> Backpack: removed Lockpicks
<</prepend>>\
<</done>>\Happy with your offering the pair slope off into town.
[[Continue...|8]]
<<drop $backpack "Merchant Coin" 1>>\
<<done>>\
<<prepend '#mini-log'>>\
<<bag>> Backpack: removed Merchant Coin
<</prepend>>\
<</done>>\STORY...
CHOICES...
@@#can;
Do you...<ul>
<li>OPTION 1</li>
<li>OPTION 2</li>
<<if VARIABLE is SOMETHING>>
<li>ABILITY OPTION 3*</li>
<</if>>
<li>ACTION OPTION 4<<link " {KEYWORD}">><<replace "#can">>ACTION OPTION 4 AFTER SELECT
<<if if VARIABLE is SOMETHING>>
<<Act2d6 "SUCCESS" "FAIL">>
<<else>>
<<Act1d6 "SUCCESSS" "FAIL">>
<</if>>
<</replace>><</link>>. <<d6>></li></ul>
@@
/*
INSERT DUMMY LINKS HERE FOR TWINE FOR ACTION TESTS
*/<div style="text-align: left;">\
!!! Character Sheets
<<log>> - Objectives, Knowledge and Reputation.
<<you>> - Attributes, Abilities and Techniques.
<<eqp>> - Weapons (2 slots) and Armour (1 slot).
<<bag>> - Krowns (currency), Backpack (10 slots) and Treasures.
!!! Attributes
''Body'' - Your dexterity, strength and constitution.
''Mind'' - Your intelligence, wisdom and perception.
''Will'' - Your charisma, empathy and deceptiveness.
''Rank'' - Body + Mind + Will (used in Combat).
''Damage'' - The amount of harm you cause in combat.
''Protection'' - Blocks opponent strikes in combat, restores after Repair.
''Stamina'' - Your health and energy, 0 means death.
!!! Abilities & Techniques
''Ability'' - A skill or talent.
''Technique'' - A combat specfic special move, restores after Rest.
!!! Mechanics
''<<link "Choice">><</link>>''
Decision link to next passage.
<<key>>
{Keyword} required.
Can be Equipment, Knowledge, Reputation, Treasure or Ability.
<<d6>>
Action test required.
Start with one d6, ''for each {Keyword} add a d6'' (max 2).
<<link "Success">><</link>> Any die that scores <<five>> or <<six>>, you ''Hit'' and succeed.
<<link "Failure">><</link>> Otherwise <<one>> <<two>> <<three>> <<four>>, you ''Miss'' and failed.
<<com>>
Combat test required.
Compare Rank with opponent.
Lesser (1d6), Equal (2d6) or Greater (3d6).
<<link "Success">><</link>> Any die that scores <<five>> or <<six>>, you ''Hit'' and deal Damage.
<<link "Failure">><</link>> Otherwise <<one>> <<two>> <<three>> <<four>>, you ''Miss'' and receive Damage.
</div><div style="text-align: center;"><span class="menu">\
<span title="How to Play">
<<button '<span class="fa-solid fa-circle-question"></span> How to play'>>
<<script>>
Dialog.setup('How to Play');
Dialog.wiki(Story.get('HowtoPlay').processText());
Dialog.open();
<</script>>
<</button>></span>
<span title="Saves">
<<button '<span class="fa-solid fa-floppy-disk"></span> Saves'>>
<<script>>
UI.saves()
<</script>>
<</button>></span>
<span title="Settings">
<<button '<span class="fa-solid fa-gear"></span> Text settings'>>
<<script>>
UI.settings()
<</script>>
<</button>></span>
<span title="Restart">
<<button '<span class="fa-solid fa-power-off"></span> Restart'>>
<<script>>
UI.restart()
<</script>>
<</button>></span>
</span></div>Happy with your offering the pair slope off into town.
[[Continue...|8]]
<<set $pc.krowns to 0>>\
<<done>>\
<<prepend '#mini-log'>>\
<<bag>> Krowns: -4
<</prepend>>\
<</done>>\TAGS
Blue
Objective
Objective Item
Item
Weapon
Armour
Red
Combat
Yellow
Action Test
Green
Ability Keyword
Purple
Reputation
Orange
Knowlegde
Knowledge Keyword<<newinv $waitchest>>\
<<pickup $waitchest "Meal" 1 "Health Potion" 1 "Vernian Sweet" 3>>\
You are in the waiting room
Chest
<<take $waitchest $backpack inspect>>
[[widget test]]Well done! [[widget test]]The guild building is large and well kept. Your $pc.relative has asked you to collect an order of candles and to hurry back. As you near the large front gate, you notice a figure standing down the street. Unlike everyone else, who are busy loading goods or chatting and organising, the figure is still. Looking closer you're sure that the figure is watching the entrance.
@@#can;
Do you...
> <<go>> [[Ignore]] them and head on in.
> <<talk>> [[Ask]] someone nearby who the figure is.
> <<key>> Focus on the stranger <<if $pc.ability1 is "Eagle-eyed">>[[{Eagle-eyed}]].<<else>>{Eagle-eyed}.<</if>>
> <<d6>> Try to examine the figure some more <<link "{Mind 1}">><<replace "#can">>Try to examine the figure some more.
<<if $pc.mind gte 1>>
<<Act2d6 "2 ex succ" "2 ex fail">>
<<else>>
<<Act1d6 "2 ex succ" "2 ex fail">>
<</if>>\
<</replace>><</link>>.
> <<com>> [[Engage]] them!
> <<giv>> Hand the figure [[something]].
@@
You grab the old cane and steel yourself for a [[scrap|6 fight]]! <<com>>
<<done>>\
<<prepend '#mini-log'>>\
<<eqp>> Cane (D.2)
<</prepend>>\
<</done>>\<<set $opp = {id: "Boss", rk: 5, st: 20, ts: 20, dm: 5, pt: 4, tp: 4}>>\
!! $opp.id Combat
<div style="text-align: center;">
<<Comtable>>
<<Combat $opp.rk "widget test" "victory">></div>
<<pickup $backpack "Restoration Potion" 1>>\
<<done>>\
<<prepend '#mini-log'>>\
<<bag>> Backpack: Restoration Potion x1
<</prepend>>\
<</done>>\>"Help!" you cry as Greebo and Slem draw near rolling up their sleeves.
\
They chuckle beliving that no one will come. As you square up ready to protect yourself, something strikes Greebo directly between the eyes. He reaches to the bridge of his nose with a yelp.
Looking up you see a trio of children, the Bellman kids, leaning out of a back window of the inn, they are a floor up and are launching a volley of cutlery and flagons at the thugs assailing you!\
>"Get lost Slem", shouts Riff.
>"Our pa will have your ears", challenges Layney.
>"Here $pc.name!", hollars Sid, throwing you a bar tray, it has a handle below it.
\
You quickly catch on, you could use the tray as a makeshift shield and [[take on these pair of idiots|6 battle]] with the Bellman's help! <<com>>
<<pickup $armour "Bartray (P.1)" 1>><<set $pc.protection to 1>><<set $pc.totalprotection to 1>>
<<done>>\
<<prepend '#mini-log'>>\
<<eqp>> Bartray (P.1)
<</prepend>>\
<</done>>\Despite your best efforts no one comes and the pair of ruffians close in!
> "Shut up!" screams Slem, "Get 'im!".\
The pair move on you quickly, you have to [[fight!|6 fight]] <<com>><<set $pc.allies to " & the Bellman kids">>\
<<set $opp = {id: "Greebo & Slem", rk: 2, st: 10, ts: 10, dm: 1, pt: 0, tp: 0}>>\
\
!! Greebo & Slem Combat
You dash forward into the pair, Bartray raised. The Bellman's hurl missles and cheer you on, their aid at least making this a fairer fight!
<div style="text-align: center;">
<<Comtable>>
<<Combat $opp.rk "6 battlelost" "6 battlewon">></div>
<<nobr>>
<<do>>
<<if $pc.stamina < 6>>
<<remove "#Techpanel">><<remove "#remove-Combatd6">><<set $pc.incombat to false>>
With Greebo's last blow, honeyed with Slem's insults, they step back from you, [[beaten|6 battlelost]] on the floor.
<<elseif $opp.st < 6>>
<<remove "#Techpanel">><<remove "#remove-Combatd6">><<set $pc.incombat to false>>
Greebo falls from your last blow and bolt away, Slem flees instantly.
<br><br>
[[Continue|6 battlewon]].
<br>
/*<<set $pc.reputation to $pc.reputation + "Greeb & Slem [+1], ">><<set $repgreeb to 1>>
<br>
<span class="infotx">Reputation: Greeb & Slem [+1]</span>*/
<</if>>
<</do>>
<</nobr>>
/*
[[6 battlewon]]
[[6 battlelost]]
*/
You wave up to the Bellmans and thank them for helping out.
>"Anytime $pc.name!" they cheer, as you toss the Bartray back up to them and [[continue|8]] to your $pc.relative's.
<<drop $armour "Bartray (P.1)" 1>><<set $pc.protection to 0>><<set $pc.totalprotection to 0>>\
<<done>>\
<<prepend '#mini-log'>>\
<<eqp>> Bartray (P.1) removed
<</prepend>>\
<</done>>\As you lay on the ground wounded and winded they mug you. They hurry as they fear others may come out from the inn.
<<if $knowstone>>\
They find the onyx stone, turning over it they laugh between them.
> "Stupid rock," mocks Slem, tossing it aside.
They drop the stone at your feet and run off back to the main street.
>"You alright $pc.name?" call the inn kids.\
Wearily you get up and tell them not to worry and thank them for their help, tossing back the Bartray and [[continue|8]] to your $pc.relative.
<<set $pc.krowns to 0>>\
<<set $pc.reputation to $pc.reputation + "Greeb & Slem -1, ">>\
<<drop $armour "Bartray (P.1)" 1>><<set $pc.protection to 0>><<set $pc.totalprotection to 0>>\
<<done>>\
<<prepend '#mini-log'>>\
<<log>> Reputation: Greeb & Slem -1 <<eqp>> Bartray (P.1) removed <<bag>> Krowns: 0
<</prepend>>\
<</done>>\
<<else>>\
They find the bag you collected, rummaging inside they pull out a small item, puzzled at first they look to one another then you, and then the gangly Slem begins to roar with laughter.
> "So poor his only treasure is a rock," mocks Slem.\
They drop the stone at your feet and strut off back to the main street. You pull yourself up and look at the focus of their amusement.
You touch a smooth and small oval, drawing it out you see that it is an <<hover "onyx" "A semi-precious variety of agate with different colours in layers.">> stone. Turning it over you study the swirlling black and white patterns.
Unsure you turn the stone over, it has clearly been worked and polished, you have no idea what it could mean and place it back into the bag.\
>"You alright $pc.name?" call the inn kids.\
Wearily you get up and tell them not to worry and thank them for their help, tossing back the Bartray and [[continue|8]] to your $pc.relative.
<<set $pc.krowns to 0>>\
<<set $pc.reputation to $pc.reputation + "Greeb & Slem -1, ">>\
<<set $knowstone to true>><<set $pc.knowledge to $pc.knowledge + "Stone, ">>\
<<drop $armour "Bartray (P.1)" 1>><<set $pc.protection to 0>><<set $pc.totalprotection to 0>>\
<<drop $treasures "Package" 1>>\
<<pickup $treasures "Onyx Stone" 1>>\
<<done>>\
<<prepend '#mini-log'>>\
<<log>> Knowledge: Stone <<log>> Reputation: Greeb & Slem -1 <<eqp>> Bartray (P.1) removed <<bag>> Krowns: 0
<</prepend>>\
<</done>>\
<</if>><<set $opp = {id: "Chirax Lurker", rk: 5, st: 18, ts: 18, dm: 4, pt: 2, tp: 2}>>\
The cave is shaking and the ceiling seems unstable. The horrible being clicks and gurgles at you then launches itself forward.
!! $opp.id Combat
<div style="text-align: center;">
<<Comtable>>
<<Combat $opp.rk>></div>
<<pickup $backpack "Restoration Potion" 1>>\
<<done>>\
<<prepend '#mini-log'>>\
<<bag>> Backpack: Restoration Potion x1
<</prepend>>\
<</done>>\
<<nobr>>
@@#can;
<<do>>
<<if $r == 4>>
<<remove "#Techpanel">><<remove "#remove-Combatd6">><<set $pc.incombat to false>>
The walls begin to shake and blocks fall down, you try to dodge a large section coming directly down on you <<link "{Body 2}">><<replace "#can">>
You attempt to dodge.<br>
<<if $pc.body gte 2>>
<<Act2d6 "seq1succ" "seq1fail">>
<<else>>
<<Act1d6 "seq1succ" "seq1fail">>
<</if>>
<</replace>><</link>>. <<d6>>
@@
<</if>>
<</do>>
<</nobr>>
/*
[[seq1succ]]
[[seq1fail]]
*/
/* "seq1succ" "seq1fail">> */You leap aside deftly just in time but the $opp.id charges at you again!
<div style="text-align: center;">
<<Comtable>>
<<Combat $opp.rk "widget test" "victory">></div>
<<set $pc.stamina to $pc.stamina - 3>>\
<<done>>\
<<prepend '#mini-log'>>\
<<you>> Stamina: -3
<</prepend>>\
<</done>>\
The debris smashes into you and crumbles apart you pull yourself up doggedly.
<div style="text-align: center;">
<<Comtable>>
<<Combat $opp.rk "widget test" "victory">></div>
I am a normal sentence.
I AM SHOUTING!
//I am whispering, in lowercase...//
''Bold is boldly beautiful!''
"I am talking"
“I am talking”
"£$%^&*()