Files
AWCharacterCreator/backend/data/rules.json
T
Claude a2e719afd0 Advanced skills can no longer be unlocked through proficiency picks
Advanced skills must be unlocked with the pool cost. Only a profession's
own proficiency still unlocks its skill for free. Proficiency picks need
an unlocked skill, locking a skill returns its picks, old characters that
used picks to unlock a skill get it unlocked automatically.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HJhXuLD2Z6hv3Wqeq9UL9K
2026-10-20 20:48:45 +00:00

600 lines
42 KiB
JSON

{
"meta": {
"name": "Arcane Wasteland",
"subtitle": "Tabletop rules",
"version": "0.3 (lists from the brainstorm document)",
"note": "Skills, professions, classes, talents, mutations, implants, conditions and equipment come from the brainstorm document. Entries with \"placeholder\": true are still open there and are flagged in the app. Edit this file and reload the page - no rebuild needed."
},
"creation": {
"attr_start": 25,
"attr_points": 90,
"attr_max": 45,
"attr_max_raise": 20,
"profession_attr_bonus": 5,
"skill_points_default": 150,
"skill_max_divisor": 2,
"advanced_unlock_cost": 10,
"free_proficiencies": 2,
"max_proficiency_pips": 2,
"talents_min": 1,
"talents_max": 2,
"proficiency_bonus": 10,
"expertise_bonus": 20,
"carry_per_strength_mod": 10
},
"default_preset": "standard",
"presets": [
{"id": "standard", "name": "Standard", "desc": "The numbers from the brainstorm document.", "creation": {}},
{"id": "gritty", "name": "Gritty survival", "desc": "Example preset: fewer points, one starting talent, harder to learn advanced skills.", "creation": {"attr_points": 70, "skill_points_default": 100, "talents_max": 1, "free_proficiencies": 1, "advanced_unlock_cost": 15}},
{"id": "heroic", "name": "Heroic", "desc": "Example preset: more points, higher attribute cap, three starting talents.", "creation": {"attr_points": 110, "attr_max_raise": 25, "attr_max": 50, "skill_points_default": 200, "talents_max": 3, "free_proficiencies": 3, "advanced_unlock_cost": 5}},
{"id": "oneshot", "name": "One-shot", "desc": "Example preset: quick, strong characters for a single session.", "creation": {"attr_points": 100, "skill_points_default": 120, "talents_max": 2, "free_proficiencies": 3, "advanced_unlock_cost": 0}}
],
"tunables": [
{"key": "attr_start", "label": "Starting value of every attribute", "group": "Attributes", "min": 1, "max": 100},
{"key": "attr_points", "label": "Attribute points to distribute", "group": "Attributes", "min": 0, "max": 500},
{"key": "attr_max_raise", "label": "Maximum raise per attribute at creation", "group": "Attributes", "min": 0, "max": 100},
{"key": "attr_max", "label": "Attribute cap at creation", "group": "Attributes", "min": 1, "max": 150},
{"key": "profession_attr_bonus", "label": "Profession attribute bonus", "group": "Profession", "min": 0, "max": 50},
{"key": "free_proficiencies", "label": "Free proficiency picks", "group": "Skills", "min": 0, "max": 20},
{"key": "skill_points_default", "label": "Skill point pool", "group": "Skills", "min": 0, "max": 1000},
{"key": "advanced_unlock_cost", "label": "Cost to unlock an advanced skill", "group": "Skills", "min": 0, "max": 100},
{"key": "skill_max_divisor", "label": "Skill maximum = attribute divided by", "group": "Skills", "min": 1, "max": 10},
{"key": "proficiency_bonus", "label": "Proficiency bonus", "group": "Skills", "min": 0, "max": 50},
{"key": "expertise_bonus", "label": "Expertise bonus", "group": "Skills", "min": 0, "max": 100},
{"key": "talents_min", "label": "Starting talents (minimum)", "group": "Talents", "min": 0, "max": 10},
{"key": "talents_max", "label": "Starting talents (maximum)", "group": "Talents", "min": 0, "max": 10},
{"key": "carry_per_strength_mod", "label": "Carry capacity in kg per Strength Mod", "group": "Equipment", "min": 1, "max": 100}
],
"attributes": [
{"id": "strength", "name": "Strength", "short": "STR", "desc": "Raw physical power, melee damage, carrying and climbing."},
{"id": "agility", "name": "Agility", "short": "AGI", "desc": "Reflexes, balance, stealth, dodging, firearms."},
{"id": "vitality", "name": "Vitality", "short": "VIT", "desc": "Toughness, stamina and resistance to poison and disease."},
{"id": "intellect", "name": "Intellect", "short": "INT", "desc": "Knowledge, technology, medicine and logical thinking."},
{"id": "perception", "name": "Perception", "short": "PER", "desc": "Senses, alertness, tracking and aiming at range."},
{"id": "charisma", "name": "Charisma", "short": "CHA", "desc": "Presence, persuasion and leadership."},
{"id": "willpower", "name": "Willpower", "short": "WIL", "desc": "Mental strength, resistance to fear and stress."}
],
"derived": [
{"id": "health", "name": "Health", "formula": ["vitality", "willpower"], "text": "Vitality Mod + Willpower Mod", "note": "Still open in the brainstorm: a level and a shield term."},
{"id": "sanity", "name": "Sanity", "formula": ["willpower", "perception"], "text": "Willpower Mod + Perception Mod"},
{"id": "augmentation", "name": "Augmentation Capacity", "formula": ["vitality", "intellect"], "text": "Vitality Mod + Intellect Mod", "note": "Shared pool for mutations and implants."},
{"id": "defense", "name": "Defense", "formula": ["agility"], "text": "Agility Mod + armor/cover"},
{"id": "initiative", "name": "Initiative", "formula": ["agility", "perception"], "text": "Agility Mod + Perception Mod (+1d20 in combat)"}
],
"skill_groups": [
{"id": "combat", "name": "Combat"},
{"id": "survival", "name": "Survival"},
{"id": "social", "name": "Social"},
{"id": "technical", "name": "Technical"},
{"id": "knowledge", "name": "Knowledge & Mental"}
],
"skills": [
{"id": "melee", "name": "Melee Weapons", "group": "combat", "attrs": ["strength"], "type": "basic", "desc": "General melee proficiency."},
{"id": "bladed", "name": "Bladed Weapons", "group": "combat", "attrs": ["strength", "agility"], "type": "basic", "desc": "Knives, swords, machetes."},
{"id": "blunt", "name": "Blunt Weapons", "group": "combat", "attrs": ["strength"], "type": "basic", "desc": "Clubs, hammers."},
{"id": "polearms", "name": "Polearms", "group": "combat", "attrs": ["strength", "agility"], "type": "basic", "desc": "Spears, halberds, reach weapons."},
{"id": "firearms", "name": "Firearms", "group": "combat", "attrs": ["agility", "perception"], "type": "basic", "desc": "Pistols, rifles, shotguns, most small arms."},
{"id": "heavy", "name": "Heavy Weapons", "group": "combat", "attrs": ["strength", "agility"], "type": "advanced", "desc": "Machine guns, rocket launchers."},
{"id": "throwing", "name": "Throwing", "group": "combat", "attrs": ["agility"], "type": "basic", "desc": "Grenades, javelins, thrown knives."},
{"id": "unarmed", "name": "Unarmed Combat", "group": "combat", "attrs": ["strength", "agility"], "type": "basic", "desc": "Fists, grappling."},
{"id": "scavenging", "name": "Scavenging", "group": "survival", "attrs": ["perception"], "type": "basic", "desc": "Finding useful items and resources."},
{"id": "medicine", "name": "Medicine", "group": "survival", "attrs": ["intellect"], "type": "advanced", "desc": "Medical knowledge and surgery."},
{"id": "firstaid", "name": "First Aid", "group": "survival", "attrs": ["intellect", "vitality"], "type": "basic", "desc": "Stabilizing and patching wounds."},
{"id": "navigation", "name": "Navigation", "group": "survival", "attrs": ["intellect", "perception"], "type": "basic", "desc": "Maps, stars, landmarks."},
{"id": "tracking", "name": "Tracking", "group": "survival", "attrs": ["perception"], "type": "basic", "desc": "Following trails and signs."},
{"id": "animals", "name": "Animal Handling", "group": "survival", "attrs": ["charisma", "perception"], "type": "basic", "desc": "Training, calming and riding animals."},
{"id": "stealth", "name": "Stealth", "group": "survival", "attrs": ["agility"], "type": "basic", "desc": "Moving unseen."},
{"id": "climbing", "name": "Climbing", "group": "survival", "attrs": ["strength", "agility"], "type": "basic", "desc": "Scaling obstacles."},
{"id": "swimming", "name": "Swimming", "group": "survival", "attrs": ["vitality", "strength"], "type": "basic", "desc": "Swimming and holding breath."},
{"id": "foraging", "name": "Foraging", "group": "survival", "attrs": ["perception", "intellect"], "type": "basic", "desc": "Identifying edible plants and resources."},
{"id": "trapping", "name": "Trapping", "group": "survival", "attrs": ["intellect", "agility"], "type": "advanced", "desc": "Setting and disarming traps."},
{"id": "camouflage", "name": "Camouflage", "group": "survival", "attrs": ["agility", "perception"], "type": "basic", "desc": "Concealment in natural settings."},
{"id": "weather", "name": "Weather Sense", "group": "survival", "attrs": ["perception"], "type": "basic", "desc": "Predicting short-term weather."},
{"id": "persuasion", "name": "Persuasion", "group": "social", "attrs": ["charisma"], "type": "basic", "desc": "Convincing through logic or emotion."},
{"id": "intimidation", "name": "Intimidation", "group": "social", "attrs": ["strength", "charisma"], "type": "basic", "desc": "Coercion through fear or strength."},
{"id": "deception", "name": "Deception", "group": "social", "attrs": ["charisma"], "type": "basic", "desc": "Lies and trickery."},
{"id": "leadership", "name": "Leadership", "group": "social", "attrs": ["charisma", "willpower"], "type": "basic", "desc": "Inspiring and directing allies."},
{"id": "negotiation", "name": "Negotiation", "group": "social", "attrs": ["charisma", "intellect"], "type": "basic", "desc": "Bartering and diplomacy."},
{"id": "hacking", "name": "Hacking", "group": "technical", "attrs": ["intellect"], "type": "advanced", "desc": "Breaching digital systems."},
{"id": "electronics", "name": "Electronics", "group": "technical", "attrs": ["intellect"], "type": "advanced", "desc": "Repairing circuits and devices."},
{"id": "mechanics", "name": "Mechanics", "group": "technical", "attrs": ["intellect"], "type": "basic", "desc": "Repairing and maintaining machines."},
{"id": "engineering", "name": "Engineering", "group": "technical", "attrs": ["intellect"], "type": "advanced", "desc": "Complex designs, structures, inventions."},
{"id": "demolitions", "name": "Demolitions", "group": "technical", "attrs": ["intellect", "perception"], "type": "advanced", "desc": "Setting up and disposing of explosives."},
{"id": "chemistry", "name": "Chemistry", "group": "technical", "attrs": ["intellect"], "type": "advanced", "desc": "Compounds, fuels, medicines."},
{"id": "cybernetics", "name": "Cybernetics", "group": "technical", "attrs": ["intellect"], "type": "advanced", "desc": "Understanding and repairing implants."},
{"id": "programming", "name": "Programming", "group": "technical", "attrs": ["intellect"], "type": "advanced", "desc": "Writing and altering software."},
{"id": "lockpicking", "name": "Lockpicking", "group": "technical", "attrs": ["agility", "perception"], "type": "basic", "desc": "Mechanical and electronic locks."},
{"id": "drones", "name": "Drone Operation", "group": "technical", "attrs": ["intellect", "agility"], "type": "advanced", "desc": "Controlling and repairing drones."},
{"id": "history", "name": "History", "group": "knowledge", "attrs": ["intellect"], "type": "advanced", "desc": "Past events."},
{"id": "occult", "name": "Occult Knowledge", "group": "knowledge", "attrs": ["intellect", "willpower"], "type": "advanced", "desc": "Strange powers and Noxium lore."},
{"id": "science", "name": "Science", "group": "knowledge", "attrs": ["intellect"], "type": "advanced", "desc": "Physics, chemistry, biology."},
{"id": "tactics", "name": "Tactics", "group": "knowledge", "attrs": ["intellect", "perception"], "type": "advanced", "desc": "Battlefield strategy."},
{"id": "resolve", "name": "Resolve", "group": "knowledge", "attrs": ["willpower"], "type": "basic", "desc": "Mental endurance, resisting fear."},
{"id": "concentration", "name": "Concentration", "group": "knowledge", "attrs": ["willpower"], "type": "basic", "desc": "Focus under stress."},
{"id": "linguistics", "name": "Linguistics", "group": "knowledge", "attrs": ["intellect"], "type": "advanced", "desc": "Old languages and codes."},
{"id": "survivallore", "name": "Survival Lore", "group": "knowledge", "attrs": ["intellect", "perception"], "type": "basic", "desc": "Edible plants and hazards."},
{"id": "cartography", "name": "Cartography", "group": "knowledge", "attrs": ["intellect"], "type": "advanced", "desc": "Map-making and terrain data."},
{"id": "jury", "name": "Jury-Rigging", "group": "knowledge", "attrs": ["intellect"], "type": "basic", "desc": "Improvised repairs under pressure."},
{"id": "psychology", "name": "Psychology", "group": "knowledge", "attrs": ["intellect", "charisma"], "type": "advanced", "desc": "Motives and mental state."}
],
"professions": [
{"id": "civilian", "name": "Civilian", "desc": "+5 to one attribute of your choice and proficiency in two basic skills of your choice.", "bonus_attrs": [], "proficiencies": [], "picks": 2},
{"id": "scavenger", "name": "Scavenger", "desc": "+5 Perception, proficiency in Scavenging and Stealth.", "bonus_attrs": ["perception"], "proficiencies": ["scavenging", "stealth"], "picks": 0},
{"id": "soldier", "name": "Soldier", "desc": "+5 Agility or Strength, proficiency in Firearms and Melee Weapons.", "bonus_attrs": ["agility", "strength"], "proficiencies": ["firearms", "melee"], "picks": 0, "note": "The brainstorm says \"Might\" here; taken as Strength."},
{"id": "technician", "name": "Technician", "desc": "+5 Intellect, proficiency in Mechanics and Electronics.", "bonus_attrs": ["intellect"], "proficiencies": ["mechanics", "electronics"], "picks": 0},
{"id": "medic", "name": "Medic", "desc": "+5 Intellect or Vitality, proficiency in First Aid and Medicine.", "bonus_attrs": ["intellect", "vitality"], "proficiencies": ["firstaid", "medicine"], "picks": 0},
{"id": "diplomat", "name": "Diplomat", "desc": "+5 Charisma, proficiency in Persuasion and Negotiation.", "bonus_attrs": ["charisma"], "proficiencies": ["persuasion", "negotiation"], "picks": 0}
],
"classes": [
{"id": "warrior", "name": "Warrior", "subclasses": [{"id": "berserker", "name": "Berserker", "desc": "Melee and raw strength, mutation synergies."}, {"id": "guardian", "name": "Guardian", "desc": "Defense and protecting allies."}, {"id": "slayer", "name": "Slayer", "desc": "Balanced melee and ranged."}]},
{"id": "shooter", "name": "Shooter", "subclasses": [{"id": "gunslinger", "name": "Gunslinger", "desc": "Fast and mobile, bonus-action attacks."}, {"id": "marksman", "name": "Marksman", "desc": "Precision, high critical chance."}, {"id": "heavygunner", "name": "Heavy Gunner", "desc": "Heavy weapons, suppression fire."}]},
{"id": "tech", "name": "Tech", "subclasses": [{"id": "engineer", "name": "Engineer", "desc": "Mechanics, electronics, building."}, {"id": "hacker", "name": "Hacker", "desc": "Digital infiltration, Diesium interfaces."}, {"id": "operator", "name": "Operator", "desc": "Combat support, drones and automation."}]},
{"id": "mutant", "name": "Mutant", "subclasses": [{"id": "adapted", "name": "Adapted", "desc": "Lower Sanity cost for mutations."}, {"id": "symbiote", "name": "Symbiote", "desc": "Noxium/Diesium hybrid, powerful but unstable."}, {"id": "behemoth", "name": "Behemoth", "desc": "Mutation-heavy brute."}]},
{"id": "leader", "name": "Leader", "subclasses": [{"id": "commander", "name": "Commander", "desc": "Inspires allies, Leadership buffs."}, {"id": "diplomat_c", "name": "Diplomat", "desc": "Negotiation and alliances."}, {"id": "tactician", "name": "Tactician", "desc": "Battlefield awareness, initiative and positioning."}]},
{"id": "scholar", "name": "Scholar", "subclasses": [{"id": "scientist", "name": "Scientist", "desc": "Science and Medicine."}, {"id": "occultist", "name": "Occultist", "desc": "Noxium phenomena, ritual powers."}, {"id": "archivist", "name": "Archivist", "desc": "Lore and lost secrets."}]}
],
"talent_categories": [
{"id": "combat", "name": "Combat"},
{"id": "survival", "name": "Survival"},
{"id": "technical", "name": "Technical"},
{"id": "social", "name": "Social"},
{"id": "knowledge", "name": "Knowledge & Mental"},
{"id": "synergy", "name": "Mutation / Implant Synergy"}
],
"talents": [
{"id": "quick_reflexes", "name": "Quick Reflexes", "category": "combat", "desc": "Adds Agility and Perception modifiers to Initiative."},
{"id": "deadeye", "name": "Deadeye", "category": "combat", "desc": "Reroll one missed firearm attack per combat."},
{"id": "brutal_strikes", "name": "Brutal Strikes", "category": "combat", "desc": "Bonus damage with blunt or polearm weapons."},
{"id": "dual_wielder", "name": "Dual Wielder", "category": "combat", "desc": "Attack with two light weapons as a bonus action."},
{"id": "protector", "name": "Guardian", "category": "combat", "desc": "Take an attack meant for an adjacent ally."},
{"id": "opportunist", "name": "Opportunist", "category": "combat", "desc": "One extra reaction per round, capped by Agility modifier."},
{"id": "surefooted", "name": "Surefooted", "category": "combat", "desc": "Ignore rough-terrain movement penalties."},
{"id": "field_medic", "name": "Field Medic", "category": "survival", "desc": "Perform First Aid as a bonus action."},
{"id": "scav_eye", "name": "Scavenger's Eye", "category": "survival", "desc": "Bonus to Scavenging rolls."},
{"id": "beast_whisperer", "name": "Beast Whisperer", "category": "survival", "desc": "Bonus to Animal Handling; animals less likely to attack."},
{"id": "stalker", "name": "Stalker", "category": "survival", "desc": "Bonus to Stealth when moving slowly."},
{"id": "pathfinder", "name": "Pathfinder", "category": "survival", "desc": "Allies traveling with you ignore Navigation penalties."},
{"id": "tinkerer", "name": "Tinkerer", "category": "technical", "desc": "Attempt Mechanics and Electronics without full tools."},
{"id": "hackers_instinct", "name": "Hacker's Instinct", "category": "technical", "desc": "Bonus to Hacking; occasional reroll."},
{"id": "engineers_touch", "name": "Engineer's Touch", "category": "technical", "desc": "Halves time for Engineering tasks."},
{"id": "demolitionist", "name": "Demolitionist", "category": "technical", "desc": "Explosives you set deal extra damage."},
{"id": "silver_tongue", "name": "Silver Tongue", "category": "social", "desc": "Bonus to Persuasion."},
{"id": "intimidating", "name": "Intimidating Presence", "category": "social", "desc": "Nearby enemies must resist or suffer morale loss."},
{"id": "negotiator", "name": "Negotiator", "category": "social", "desc": "Once per day, reroll a failed Negotiation."},
{"id": "leaders_voice", "name": "Leader's Voice", "category": "social", "desc": "Nearby allies gain an attack bonus after a successful Leadership check."},
{"id": "iron_will", "name": "Iron Will", "category": "knowledge", "desc": "Bonus to Resolve; resists fear and Sanity loss."},
{"id": "battle_planner", "name": "Battle Planner", "category": "knowledge", "desc": "Bonus to Tactics; allies gain initiative bonus."},
{"id": "scholar", "name": "Scholar", "category": "knowledge", "desc": "Permanent bonus to one Knowledge skill."},
{"id": "focus_mastery", "name": "Focus Mastery", "category": "knowledge", "desc": "Spend a reaction to reroll a failed Concentration check."},
{"id": "adaptive_flesh", "name": "Adaptive Flesh", "category": "synergy", "desc": "Reduces Mutation load by 1."},
{"id": "cyber_integration", "name": "Cyber Integration", "category": "synergy", "desc": "Reduces Implant load by 1."},
{"id": "hybrid_symbiosis", "name": "Hybrid Symbiosis", "category": "synergy", "desc": "Extra reaction per round with both Noxium and Diesium mutations."},
{"id": "resilient_mind", "name": "Resilient Mind", "category": "synergy", "desc": "Reduces Sanity damage from mutations by 1."},
{"id": "versatile_training", "name": "Versatile Training", "category": "knowledge", "desc": "Gain 2 additional proficiency picks (two skills, or Expertise in one).", "proficiency_picks": 2, "placeholder": true}
],
"augments": [
{"id": "claws", "kind": "mutation", "source": "noxium", "name": "Claws", "cost": 1, "desc": "Gain natural melee attack (1d6 damage, counts as bladed)."},
{"id": "regeneration", "kind": "mutation", "source": "noxium", "name": "Regeneration", "cost": 2, "desc": "Regain 1 HP per round for 3 rounds once per combat (1/day)."},
{"id": "chitin", "kind": "mutation", "source": "noxium", "name": "Chitinous Armor", "cost": 2, "desc": "+1 Armor Value."},
{"id": "nightvision", "kind": "mutation", "source": "noxium", "name": "Night Vision", "cost": 1, "desc": "See in total darkness up to 20 m."},
{"id": "toxicspit", "kind": "mutation", "source": "noxium", "name": "Toxic Spit", "cost": 2, "desc": "Ranged attack, 1d6 acid damage, 5 m range."},
{"id": "energychannel", "kind": "mutation", "source": "diesium", "name": "Energy Channel", "cost": 2, "desc": "Add +2 damage to Energy Weapons."},
{"id": "reflexbooster", "kind": "mutation", "source": "diesium", "name": "Reflex Booster", "cost": 1, "desc": "+2 Initiative."},
{"id": "reinforcedskin", "kind": "mutation", "source": "diesium", "name": "Reinforced Skin", "cost": 2, "desc": "+1 Armor Value."},
{"id": "cyberclaw", "kind": "mutation", "source": "diesium", "name": "Cyber Claw", "cost": 2, "desc": "Natural melee attack (1d8 damage)."},
{"id": "symbioticnode", "kind": "mutation", "source": "hybrid", "name": "Symbiotic Node", "cost": 3, "desc": "Once per combat, reroll a failed attack or defense."},
{"id": "bioenergycannon", "kind": "mutation", "source": "hybrid", "name": "Bio-Energy Cannon", "cost": 4, "desc": "Ranged attack, 2d8 energy damage, 10 m range."},
{"id": "cyberarm", "kind": "implant", "source": null, "name": "Cyber Arm", "cost": 2, "desc": "+2 damage with melee attacks, can crush objects."},
{"id": "neurallink", "kind": "implant", "source": null, "name": "Neural Link", "cost": 2, "desc": "+10 to Hacking/Electronics; control drones."},
{"id": "exospine", "kind": "implant", "source": null, "name": "Exo-Spine", "cost": 2, "desc": "+2 Strength Modifier for carrying/lifting."},
{"id": "targetinghud", "kind": "implant", "source": null, "name": "Targeting HUD", "cost": 1, "desc": "+10 to Firearms checks."},
{"id": "respirator", "kind": "implant", "source": null, "name": "Respirator Implant", "cost": 1, "desc": "Immune to toxic environments."},
{"id": "dermalplating", "kind": "implant", "source": null, "name": "Dermal Plating", "cost": 2, "desc": "+1 Armor Value."},
{"id": "adrenalbooster", "kind": "implant", "source": null, "name": "Adrenal Booster", "cost": 2, "desc": "Once per combat, gain +2 Initiative and 1 extra Bonus Action."},
{"id": "energycore", "kind": "implant", "source": null, "name": "Energy Core", "cost": 3, "desc": "Powers other implants; may explode if overloaded."}
],
"conditions": [
{"id": "fatigue", "name": "Fatigue", "levels": ["-5 to rolls, -1 Initiative.", "-10 to rolls, -2 Initiative.", "Incapacitated."], "removal": "Removed by Long Rest in safe shelter."},
{"id": "bleeding", "name": "Bleeding", "levels": ["Lose 1 HP/round.", "Lose 2 HP/round.", "Unconscious in 1d4 rounds."], "removal": "Stabilize with First Aid or Medical Supplies."},
{"id": "stress", "name": "Stress", "levels": ["-5 to Concentration/Resolve.", "-10 to Concentration/Resolve.", "Panic (must flee/freeze)."], "removal": "Reduced by Long Rest or Leadership/Persuasion."},
{"id": "contamination", "name": "Contamination", "levels": ["Minor mutation risk.", "Roll Willpower/Vitality or gain mutation.", "Severe mutation or sanity collapse."], "removal": "Medical aid, Noxium Antidote, GM event."},
{"id": "infection", "name": "Infection", "levels": ["-5 to physical rolls.", "-10, daily HP loss.", "Deadly, HP halved until cured."], "removal": "Medicine skill or antibiotics."},
{"id": "exhaustion", "name": "Exhaustion", "levels": ["Half movement.", "Cannot recover HP on Short Rests.", "Collapse, only crawl."], "removal": "Two consecutive Long Rests."}
],
"equipment_categories": [
{"id": "melee", "name": "Melee Weapons", "stat": "Damage"},
{"id": "firearm", "name": "Firearms", "stat": "Damage"},
{"id": "heavy", "name": "Heavy Weapons", "stat": "Damage"},
{"id": "energy", "name": "Energy Weapons", "stat": "Damage"},
{"id": "thrown", "name": "Thrown Weapons", "stat": "Damage"},
{"id": "armor", "name": "Armor", "stat": "Armor"},
{"id": "resource", "name": "Resources & Supplies", "stat": "Type"},
{"id": "ammo", "name": "Ammunition", "stat": "Used with"},
{"id": "tool", "name": "Tools & Gear", "stat": "Type"}
],
"equipment": [
{"id": "knife", "name": "Knife", "cat": "melee", "stat": "1d4", "kg": 0.5, "note": ""},
{"id": "machete", "name": "Machete", "cat": "melee", "stat": "1d6", "kg": 1, "note": ""},
{"id": "axe", "name": "Axe", "cat": "melee", "stat": "1d8", "kg": 2, "note": ""},
{"id": "club", "name": "Club", "cat": "melee", "stat": "1d6", "kg": 1.5, "note": ""},
{"id": "spear", "name": "Spear", "cat": "melee", "stat": "1d8", "kg": 2.5, "note": "Reach, can be thrown."},
{"id": "improvised", "name": "Improvised Tool (pipe, wrench, etc.)", "cat": "melee", "stat": "1d4-1d6", "kg": 3, "note": "Weighs 1-3 kg."},
{"id": "shockbaton", "name": "Shock Baton", "cat": "melee", "stat": "1d6 + shock", "kg": 1.5, "note": "Non-lethal option."},
{"id": "vibroblade", "name": "Vibroblade", "cat": "melee", "stat": "1d8 + bleed", "kg": 1.2, "note": "Extra bleeding on critical hits."},
{"id": "pistol", "name": "Pistol", "cat": "firearm", "stat": "2d6", "kg": 1, "note": ""},
{"id": "smg", "name": "SMG", "cat": "firearm", "stat": "2d6 (burst)", "kg": 2.5, "note": ""},
{"id": "rifle", "name": "Rifle", "cat": "firearm", "stat": "2d8", "kg": 3.5, "note": "Two-handed."},
{"id": "shotgun", "name": "Shotgun", "cat": "firearm", "stat": "2d10", "kg": 3, "note": ""},
{"id": "machinegun", "name": "Machine Gun", "cat": "heavy", "stat": "3d8", "kg": 10, "note": ""},
{"id": "rocketlauncher", "name": "Rocket Launcher", "cat": "heavy", "stat": "4d10 (area)", "kg": 12, "note": ""},
{"id": "flamethrower", "name": "Flamethrower", "cat": "heavy", "stat": "2d8 per round", "kg": 8, "note": ""},
{"id": "plasmathrower", "name": "Plasmathrower", "cat": "heavy", "stat": "3d10 per burst", "kg": 9, "note": "Can overheat."},
{"id": "railpistol", "name": "Rail Pistol", "cat": "energy", "stat": "2d8", "kg": 3.5, "note": ""},
{"id": "railgun", "name": "Railgun (Sniper)", "cat": "energy", "stat": "3d10", "kg": 9, "note": ""},
{"id": "laserrifle", "name": "Laser Rifle", "cat": "energy", "stat": "2d8", "kg": 4, "note": "Overheats on sustained use."},
{"id": "laserpistol", "name": "Laser Pistol", "cat": "energy", "stat": "2d6", "kg": 2.5, "note": ""},
{"id": "particlepistol", "name": "Particle Pistol", "cat": "energy", "stat": "2d6", "kg": 2, "note": ""},
{"id": "plasmacutter", "name": "Plasma Cutter", "cat": "energy", "stat": "2d10", "kg": 5, "note": ""},
{"id": "tesla", "name": "Tesla Projector", "cat": "energy", "stat": "2d8 (cone)", "kg": 6, "note": ""},
{"id": "grenade", "name": "Grenade", "cat": "thrown", "stat": "3d6 (area)", "kg": 0.5, "note": "Frag, Stun and Flash types are mentioned in the document."},
{"id": "molotov", "name": "Molotov", "cat": "thrown", "stat": "2d6 + fire", "kg": 0.5, "note": ""},
{"id": "javelin", "name": "Javelin", "cat": "thrown", "stat": "1d8", "kg": 2, "note": ""},
{"id": "cloth", "name": "Cloth / Layered Clothing", "cat": "armor", "tier": "light", "stat": "+0", "kg": 1, "note": ""},
{"id": "leather", "name": "Leather Jacket / Padded", "cat": "armor", "tier": "light", "stat": "+1", "kg": 2, "note": ""},
{"id": "scraparmor", "name": "Scrap Armor", "cat": "armor", "tier": "light", "stat": "+2", "kg": 3, "note": ""},
{"id": "kevlar", "name": "Kevlar Vest", "cat": "armor", "tier": "medium", "stat": "+3", "kg": 5, "note": ""},
{"id": "tactical", "name": "Tactical Armor", "cat": "armor", "tier": "medium", "stat": "+4", "kg": 7, "note": ""},
{"id": "reactive", "name": "Reactive Plating", "cat": "armor", "tier": "medium", "stat": "+4", "kg": 8, "note": "Medium/Advanced. Chance to absorb one hit."},
{"id": "nanoweave", "name": "Nano-weave Suit", "cat": "armor", "tier": "medium", "stat": "+4", "kg": 6, "note": ""},
{"id": "adaptive", "name": "Adaptive Nano-Fabric", "cat": "armor", "tier": "advanced", "stat": "+5", "kg": 6, "note": "Needs power."},
{"id": "riotgear", "name": "Riot Gear", "cat": "armor", "tier": "heavy", "stat": "+5", "kg": 12, "note": ""},
{"id": "platecarrier", "name": "Ballistic Plate Carrier", "cat": "armor", "tier": "heavy", "stat": "+6", "kg": 14, "note": ""},
{"id": "exosuit", "name": "Military Exosuit", "cat": "armor", "tier": "heavy", "stat": "+7", "kg": 25, "note": "Heavy/Powered, needs fuel/power. The equipment table in the document says +6 and about 20 kg; the armor table's values are used here."},
{"id": "shieldgen", "name": "Personal Shield Generator", "cat": "armor", "tier": "special", "stat": "Variable", "kg": 4, "note": "Consumes Energy Cells."},
{"id": "rations", "name": "Rations & Water", "cat": "resource", "stat": "Consumable", "kg": 1, "note": "About 1 kg per day."},
{"id": "fuel", "name": "Fuel", "cat": "resource", "stat": "Resource", "kg": 5, "note": "About 2-5 kg."},
{"id": "ammo_ballistic", "name": "Ammunition (Ballistic)", "cat": "resource", "stat": "Resource", "kg": 2, "note": "About 0.5-2 kg."},
{"id": "ammo_energy", "name": "Ammunition (Energy Cells)", "cat": "resource", "stat": "Resource", "kg": 2, "note": "About 0.5-2 kg."},
{"id": "specialty_rounds", "name": "Specialty Rounds", "cat": "resource", "stat": "Resource", "kg": 1, "note": "About 0.5-1 kg."},
{"id": "medical", "name": "Medical Supplies", "cat": "resource", "stat": "Consumable", "kg": 2, "note": "Bandages, antibiotics, stimpacks. About 0.5-2 kg."},
{"id": "noxium_antidote", "name": "Noxium Antidote", "cat": "resource", "stat": "Consumable", "kg": 0.5, "note": ""},
{"id": "crafting", "name": "Crafting Materials", "cat": "resource", "stat": "Resource", "kg": 5, "note": "Scrap metal, electronics, chemicals. About 1-5 kg."},
{"id": "noxium_crystals", "name": "Noxium Crystals", "cat": "resource", "stat": "Exotic resource", "kg": 2, "note": "Used for mutations, dangerous to carry. About 0.5-2 kg."},
{"id": "diesium_components", "name": "Diesium Tech Components", "cat": "resource", "stat": "Resource", "kg": 4, "note": "Implant fuel and advanced crafting. About 1-4 kg."},
{"id": "am_standard", "name": "Standard Rounds", "cat": "ammo", "stat": "Firearms", "kg": 0.5, "note": "30 shots - Common."},
{"id": "am_ap", "name": "Armor-Piercing (AP)", "cat": "ammo", "stat": "Firearms, Railgun", "kg": 0.5, "note": "20 shots - Uncommon."},
{"id": "am_hp", "name": "Hollow-Point", "cat": "ammo", "stat": "Firearms", "kg": 0.5, "note": "20 shots - Uncommon."},
{"id": "am_incendiary", "name": "Incendiary Rounds", "cat": "ammo", "stat": "Firearms, Shotgun", "kg": 0.5, "note": "15 shots - Rare."},
{"id": "am_explosive", "name": "Explosive Rounds", "cat": "ammo", "stat": "Firearms, Heavy", "kg": 1, "note": "10 shots - Rare."},
{"id": "am_tracer", "name": "Tracer Rounds", "cat": "ammo", "stat": "Firearms, Machine Gun", "kg": 0.5, "note": "30 shots - Common."},
{"id": "am_railslug", "name": "Rail Slugs", "cat": "ammo", "stat": "Rail weapons", "kg": 1, "note": "10 shots - Uncommon."},
{"id": "am_penetrator", "name": "Penetrator Slugs", "cat": "ammo", "stat": "Rail weapons", "kg": 1, "note": "5 shots - Rare."},
{"id": "am_plasma", "name": "Plasma Canisters", "cat": "ammo", "stat": "Plasma weapons", "kg": 2, "note": "5 shots - Very Rare."},
{"id": "am_fuel", "name": "Fuel Tanks", "cat": "ammo", "stat": "Flamethrower", "kg": 5, "note": "5 shots - Uncommon."},
{"id": "am_tesla", "name": "Tesla Capacitors", "cat": "ammo", "stat": "Tesla Projector", "kg": 1, "note": "5 shots - Rare."},
{"id": "am_cells", "name": "Energy Cells (Standard)", "cat": "ammo", "stat": "Laser, Particle", "kg": 0.5, "note": "10 shots - Common."},
{"id": "am_cells_hc", "name": "High-Cap Energy Cells", "cat": "ammo", "stat": "Laser, Particle, Rail", "kg": 1, "note": "15 shots - Uncommon."},
{"id": "detectors", "name": "Detectors & Scanners", "cat": "tool", "stat": "Tool", "kg": 3, "note": "About 1-3 kg."},
{"id": "lockpicks", "name": "Lockpicks", "cat": "tool", "stat": "Tool", "kg": 0, "note": "Negligible weight."},
{"id": "mechkit", "name": "Mechanic Kit", "cat": "tool", "stat": "Tool", "kg": 5, "note": ""},
{"id": "hackdevice", "name": "Hacking Device", "cat": "tool", "stat": "Tool", "kg": 2, "note": ""}
],
"sections": [
{
"id": "basics",
"title": "Core Principle",
"blocks": [
{
"p": "Arcane Wasteland is set about 113 years after a meteorite struck and brought two materials: Noxium and Diesium. Both heavily change humans and animals. The game uses a d100."
},
{
"h": "The check"
},
{
"p": "Roll a d100. The check succeeds if the result is less than or equal to Attribute + Skill (± situational modifiers)."
},
{
"list": [
"01-05: critical success",
"96-100: critical failure",
"Complex actions may require multiple checks."
]
}
]
},
{
"id": "difficulty",
"title": "Difficulty Levels",
"blocks": [
{
"p": "The GM picks the difficulty; the modifier is added to the target number."
},
{
"table": {
"head": [
"Level",
"Modifier"
],
"rows": [
[
"Trivial",
"+60"
],
[
"Elementary",
"+50"
],
[
"Easy",
"+30"
],
[
"Routine",
"+20"
],
[
"Ordinary",
"+10"
],
[
"Challenging",
"±0"
],
[
"Difficult",
"-10"
],
[
"Hard",
"-20"
],
[
"Very Hard",
"-30"
],
[
"Arduous",
"-40"
],
[
"Punishing",
"-50"
],
[
"Hellish",
"-60"
]
]
}
}
]
},
{
"id": "attributes",
"title": "Attributes and Modifiers",
"blocks": [
{
"p": "There are seven attributes. An attribute's modifier (Mod) is its value divided by 10, rounded down. The maximum at character creation is 45. Talents, implants or mutations can raise it."
},
{
"attributes": true
}
]
},
{
"id": "derived",
"title": "Derived Stats",
"blocks": [
{
"derived": true
}
]
},
{
"id": "skills",
"title": "Skills",
"blocks": [
{
"p": "Skill value + attribute give the target number of a check. At creation a skill may be at most half the attribute (rounded down). As a cap in play, without talents or story rewards, the limit is attribute x 2."
},
{
"list": [
"Basic skills can be attempted untrained (only the attribute counts).",
"Advanced skills must be unlocked first by spending 10 points of the skill pool (free if your profession grants proficiency in them). Once unlocked they are raised like any other skill.",
"Proficiency: +10. Expertise: +20.",
"Every character gets 2 free proficiency picks on top of the profession's proficiencies. A talent can grant 2 more.",
"Putting two proficiency picks into the same skill makes it Expertise (a profession proficiency counts as one of the two).",
"Proficiency picks can only be used on skills you can use, so an advanced skill has to be unlocked first.",
"Groups: Combat, Survival, Social, Technical, Knowledge & Mental."
]
},
{
"p": "Skills listing two attributes (e.g. STR/AGI): the higher of the two counts. This is not defined in the brainstorm and is an assumption of the app.",
"placeholder": true
},
{
"p": "The free proficiency picks, the Versatile Training talent and the way Expertise is earned are house rules of the app, not part of the brainstorm. They can be changed in rules.json (creation.free_proficiencies, talents).",
"placeholder": true
},
{
"p": "The unlock cost for advanced skills (10 points) is a house rule of the app, not part of the brainstorm. It can be changed in rules.json (creation.advanced_unlock_cost).",
"placeholder": true
},
{
"skilllist": true
}
]
},
{
"id": "creation",
"title": "Character Creation",
"blocks": [
{
"list": [
"All attributes start at 25. Distribute 90 points (at most +20 on one attribute, maximum 45).",
"Derive modifiers and derived stats.",
"Spend the skill point pool (the GM sets its size, e.g. 150).",
"Choose a profession: +5 to one attribute and 2-3 proficiencies.",
"Spend your 2 free proficiency picks on any skills (two on one skill = Expertise).",
"Choose 1-2 starting talents.",
"Starting gear: one weapon (melee or firearm), light armor or clothing, 1-2 resources and one tool or utility item."
]
},
{
"p": "The numbers above are the Standard preset. In the character creator the GM or group can pick another rules preset (or change single values); it only changes the creation numbers such as point pools, caps and talent counts. Presets are not part of the brainstorm; they are defined in rules.json.",
"placeholder": true
},
{
"professions": true
},
{
"h": "Classes and sub-classes"
},
{
"classes": true
}
]
},
{
"id": "combat",
"title": "Combat",
"blocks": [
{
"list": [
"Initiative: 1d20 + Agility Mod or Perception Mod.",
"Attacks are rolled against attribute + skill.",
"Dodge reduces the chance to be hit only if the target has a Reaction available.",
"Damage reduction: flat or relative, chosen by the GM. With flat reduction at least 1 damage goes through.",
"Base movement: 6 m per turn.",
"Per turn: 1 Normal Action, 1 Bonus Action, and Reactions up to the Perception Mod, capped by the Agility Mod."
]
},
{
"h": "Noise"
},
{
"p": "Loud actions (especially firearms) can attract enemies, mostly in cities. Melee and stealth are deliberately favored."
}
]
},
{
"id": "rest",
"title": "Rest and Recovery",
"blocks": [
{
"table": {
"head": [
"Rest",
"Duration",
"Recovery"
],
"rows": [
[
"Short rest",
"about 1 hour",
"1d4 + Vitality Mod HP. A Willpower check may restore 1 Sanity."
],
[
"Long rest",
"6-8 hours, safe shelter",
"Full HP, 1d6 + Willpower Mod Sanity, some conditions are removed."
],
[
"Unsafe rest",
"any",
"Half recovery, plus a risk of contamination or an encounter."
]
]
}
}
]
},
{
"id": "conditions",
"title": "Conditions",
"blocks": [
{
"p": "Most conditions have severity levels I to III that stack. How different conditions combine is not yet settled in the brainstorm.",
"placeholder": true
},
{
"conditions": true
}
]
},
{
"id": "augments",
"title": "Mutations and Implants",
"blocks": [
{
"p": "Mutations (Noxium = flesh, Diesium = tech, or Hybrid) and implants (Diesium or pre-meteor cybernetics) share one capacity pool, the Augmentation Capacity. Mutations cost 1-4, implants 1-3. Exceeding the capacity risks corruption or rejection."
},
{
"augmentlist": true
}
]
},
{
"id": "talents",
"title": "Talents",
"blocks": [
{
"p": "Talents are grouped in six categories: Combat, Survival, Technical, Social, Knowledge & Mental, and Mutation/Implant Synergy."
},
{
"talentlist": true
}
]
},
{
"id": "equipment",
"title": "Equipment",
"blocks": [
{
"list": [
"Starting gear: 1 weapon (melee or firearm), light armor or clothing, 1-2 resources (e.g. rations, medical supplies), 1 toolkit or utility item.",
"Carry capacity: Strength Mod x 10 kg."
]
},
{
"p": "The brainstorm writes \"Might Modifier\" for the carry capacity (taken as Strength) and also mentions a slot-based inventory without weight. Both approaches are shown in the app; weights are approximate, and for ranges the upper value is used.",
"placeholder": true
},
{
"equipment": true
}
]
},
{
"id": "progression",
"title": "Progression",
"blocks": [
{
"p": "Experience points (XP) are earned from encounters, survival and exploration. Attributes rise slowly. Mutations and implants are acquired, not leveled."
},
{
"p": "Open question: level-based like D&D, or freely spendable XP like DSA and Rogue Trader.",
"placeholder": true
}
]
}
]
}