\documentclass[oneside]{oreolek-book}
\pagestyle{plain}
\chapterstyle{dash}
\begin{document}
\begin{titlingpage}
\centering
\vfill
{\Huge Владетели} \vfill

{\large \textbf{Придумано и написано}}\\
{\large Джиллиан Фрейзер и Джон Вик}\bigskip

{\large \textbf{Перевод}}\\
{\large Александр Яковлев} \vfill

\textit{В начале, Судьба и Шанс тянули жребий, чтобы посмотреть, кто сделает мир.} \bigskip

\textit{Шансу выпало тянуть жребий, но Судьба уже знала результат.}

\vfill\null
\end{titlingpage}

\chapter*{Вступление}

\section{От переводчика}
Перед вами - ранний предварительный текст ролевой игры, который был открыт для всех вложивших деньги на Kickstarter. Окончательное первое издание выйдет в июле -- полностью оформленным, с отдельным сборником сеттингов и множеством коротких рассказов для вдохновления. Это перевод грубого наброска с обилием стилистических ошибок и опечаток.

Перевод достаточно волен, оформлен ещё хуже, чем оригинал и из него было выкинуто всё, кроме ядра системы.

В оригинале игра называется «Wield: Chronicle of Vatcha». Буквально это переводится как «Владеть: Хроника Ватча», где слово "владеть" подразумевает владение оружием.
Это очень неудобно читается и понимается: то есть, вам нужно действительно открыть книгу, чтобы понять, что ватча - это множественное число слова с нарицательным значением.
Не говоря уже о таких моментах в разговоре с друзьями, как ``Вот мы вчера играли во "Владеть"...''

\section{От авторов}

Добро пожаловать в мир Золы, сеттинга к "Владетелям".

Это повествовательная игра. В ней вы рассказываете историю древней мощной магической разумной вещи, которая называется ватча. Вы можете быть мечом, кортиком, монетой, ожерельем, или даже разумным цыганским караваном. Чем бы вы ни были, есть несколько вещей, которые вы должны знать.

Во-первых, вы древни. Вы существуете уже тысячи лет. Вы видели восход и падение империй.

Во-вторых, вы сильны. Вы можете разрушить целые города, сжечь дотла леса, поднять землю, чтобы она проглотила армии. Ничто в мире не сравнится с вашей мощью.

В-третьих, вы не одни. Существуют другие, такие как вы, в мире. Другие ватча. И у них есть планы, так же, как и у вас.

\section{Цена силы}

Будучи Ватча, вы имеете невообразимую силу. К сожалению, вы не можете использовать её. Только смертный
человек может обратить вашу мощь на мир. Люди называют этих людей «герои». Вы зовёте их «пешки». Да,
это именно тот вид отношений.

В этой игре вы рассказываете истории ватча и их пешек, самопровозглашённых героев. У вашего ватча
есть цель, и, чтобы достичь этой цели, вам придётся пуститься в эпическое путешествие. Вам
может понадобиться пройти через пешку или две, чтобы прийти к цели -- на самом деле, вам скорее всего
придётся пройти через многих -- но награда будет стоить этого.

Но для того, чтобы получить желаемое, вам придётся сдать часть своей силы вашей пешке.
Таким образом, ваши отношения со своей пешкой становятся балансирующей драмой. Вы должны
дать ей силу, чтобы достичь своей цели, но, чем больше силы вы даёте ему, тем меньше
контроля вы можете на него оказать.

Кстати, некоторые ватча полностью потеряли контроль над своими пешками, став немногим больше чем
батарейками силы для мелких смертных людишек. Вы никогда не должны позволить этому случиться. Никогда.

\section{Выход на старт}
Чтобы играть во "Владетелей", вам понадобятся копии листа ватча (одна на каждого игрока) и много
копий листов пешек (хотя бы три на каждого игрока, больше может быть лучше). Вам также пригодятся
карандаши, закуска и вкусные напитки.

\section{Roles}
Один игрок берёт особую роль Судьбы.

В мире Золы, Судьба -- это вездесущая фигура. Она наблюдает за людьми, всегда в курсе
их действий, отважных и трусливых.
Она ни судит, ни реагирует. По крайней мере, так говорят некоторые. Другие предполагают,
что за ней можно ухаживать смелыми делами. Некоторые говорят, что она видела всё,
что случилось и что может когда-либо случиться, и, как паук, запутана в свою же паутину,
без силы изменить рисунки, которые были сотканы ей давным-давно.

Игрок, который берёт роль Судьбы, говорит за всех персонажей, которых не играют другие игроки,
описывает сцены и разрешает разногласия. Если возникает спор между игроками, Судьба разрешает его.

Другие игроки берут роли ватча и их пешек. Во второй главе мы поговорим о том, как сделать
персонажей ватча и пешек. На самом деле, давайте начнём прямо сейчас.

\chapter{Вещи и персонажи}

Эта глава учит вас делать персонажа ватча и персонажа героя. Вы сделаете обоих по одному.

Вы делаете персонажа ватча для себя, затем поворачиваетесь налево и делаете владельца для
ватча этого игрока. Или вы поворачиваетесь направо, или смотрите через стол, как вам угодно.

Просто убедитесь, что все сделали одного персонажа ватча и одного владельца для чьего-то
чужого ватча.

Пройдите по каждому шагу, и, когда вы закончите, у вас будут и ватча, и герой.

\section{Шаг первый: выберите вещь}

Choose what kind of Vatcha you are. You can choose from the list below or make up your
own (with the Narrator’s permission).

You can also make restrictions on Item choice. For example, you may decide that everyone
must pick a weapon. Or, perhaps everyone must be rings.

\begin{table}[ht]
\begin{tabular}{cccc}
Меч & Стул & Кресло на двоих & Шлем\\
Кольцо & Посох & Чемодан & Монета\\
Перчатка & Серьга & Полицейская будка & Телега\\
Корона & Иссушенная конечность & Щит & Ботинки
\end{tabular}
\end{table}

\section{Step 2: Choose Three Domains}
Domains are sets of powers your Vatcha commands. Some Vatcha can command the powers
of air while others command the powers of fire or death or even life itself.

Choose up to three of the twelve Domains. You don’t have to choose three, you can choose
one, two or three. It’s up to you.

\begin{table}[ht]
\begin{tabular}{cccc}
Воздух & Разрушение & Земля & Свет\\
Животное & Тьма & Огонь & Растение\\
Создание & Смерть & Жизнь & Вода
\end{tabular}
\end{table}

\section{Step 3: Choose Goal \& Steps}
Each Item has a long-term Goal. First, choose a Goal below or make up your own.

\begin{itemize}
\item Kill (this person).
\item Rule (this kingdom).
\item Get revenge for (whoever).
\item Destroy the (insert another Vatcha here).
\item Liberate (someone or someones).
\end{itemize}

Now, choose five Steps that will lead you toward your Goal.

\section{Step 4: Choose Powers \& Set Control}

You now choose how many powers you bestow on your Hero. You may choose as many
powers as you want to bestow, but the more powers you grant, the more control your Hero
has over you.

Powers are magic feats your wielder performs. Control represents how much control the
Vatcha has over its wielder. You may bestow any powers you want to your wielder, but each
power you give up also gives up Control. Use the Control Pyramid graph to determine how
much Control a Vatcha has over its wielder.

A Vatcha begins the game with 10 points of Control over its wielder. As he bestows Powers,
that Control shifts to the wielder.

When a Vatcha gives its wielder a power, mark off a number of boxes equal to the rank of
that power. For example, if the Vatcha gives a Rank 1 Power, mark off one box. If the Vatcha
gives a Rank 7 power, mark off seven boxes. Start at the top of the pyramid and work your
way down, level by level. The number you stop at is the amount of Control the Vatcha loses.
Each rank represents one die that transfers from the Vatcha to the wielder when they make a
Control risk.

\paragraph{Example}
John gives his wielder three Rank 1 Powers. John makes an X in three boxes, starting with
the single box in row 1, going down to the two boxes in row 2. That means John’s Vatcha
loses two points of Control during Control Risks. John’s Vatcha rolls eight dice and his
wielder rolls two.

Jill wants more control over her wielder, so she gives her just one point of power. Jill marks
just one box on the Control Pyramid, so she rolls nine dice and her wielder rolls only one for
Control Risks.

Ro, on the other hand, doesn’t care how much control she has. She gives her wielder the full
list of Air Powers for a total of ten points of power. Ro rolls no dice in a Control risk.
For more on control and how to use it, see Control in the System chapter.

\section{Step 5: Histories \& Connections}
During this step, every player passes their Vatcha sheet to the left. Then, everyone writes
down a connection that their Vatcha has to this one. Keep in mind: these are the connections
the Vatcha have to each other. We’re not talking about mortal wielders yet.

Keep passing the Item sheets until you get your sheet back. Then, everyone reads the
connections out loud.

\paragraph{Examples}

For example, I receive Jill’s Vatcha Sheet. I write down, “Jill helped me get ‘disconnected’
from the Mad King.”

Jill receives my Vatcha sheet and writes down, “John saved me from being destroyed by the
Green Wizard.”

\paragraph{More Examples}
My wielder used to be your wielder.

\section{Step 6: How are You Destroyed?}

Finally, choose how you can be destroyed. Of course, you don’t want to make this too easy,
but you also don’t want to make it impossible. Not easy, not impossible... just epic. After all,
you are ancient and immortal, right? You deserve to have that epic moment of a hero pausing
on the edge of the volcano, ready to drop you in...

\section{Step 7: Make a Hero}

Turn to the person on your left. You make a Hero who wields that player’s Vatcha. You play
this Hero during the game while the player on your right plays his Vatcha. Likewise, the
person on your right takes the role of the Hero who wields your Vatcha. Define your Hero
with one Background Trait and a Destiny.

\subsection{Background}

Your Background Trait is a word or phrase that best describes your character’s profession
before he picked up the Item and became a Hero.

\begin{table}
\begin{tabular}{cccc}
Craftsman & Scholar & Politician & Knight\\
Thief & Student & Merchant & Philosopher\\
Noble & Courtesan & Highwayman & Hunter\\
Soldier & Sailor & Surgeon & Apothecary\\
Alchemist & Chef & Midwife & Sheriff
\end{tabular}
\end{table}

\subsection{Destiny}
Now, choose a Destiny. This is what your Hero was born to do. It cannot be the same as your
Item’s Goal. This is what your hero was born to do before he picked up the Vatcha.

Your Destiny could be, “Marry the prince,” or “Kill the king,” or “Restore the reputation of
my people.” Something great and grand. Something important and significant.

But the Vatcha stopped that Destiny in its tracks. Now, you serve its will and purposes. And
when you try to resist, it forces you to act the way it wants...

\section{Done!}
You are now ready to play the game. Sit down, grab a beverage and a snack and start telling
stories!

\chapter{Система}

\section{Taking A Chance}
Whenever your character rolls the dice, it’s called taking a chance. You roll 1 twenty-sided die
(d20) to resolve all chances. If your profession can be used in the chance, you gain 1 bonus
d20 to the roll. There are only two situation when you take in a chance:

\subsection{1. Overcoming an Obstacle}
An obstacle is any challenge that is not specifically related to attacking or defending against
an enemy. Opening a locked door, climbing a wall or cooking dinner. When taking a chance
against an obstacle, Fate sets how challenging overcoming that obstacle is and assigns a
difficulty. The higher the difficulty, the more challenging the obstacle.

Difficulties range between Easy and Impossible. Easy challenges are common everyday tasks
that anybody can do with no complications. Adding a complication to a challenge increases
the difficulty from Easy to Hard. Every additional complication increases the difficulty again.

Most Obstacles fall under the Easy or Hard category. Only tasks that are beyond average
human ability fall into the Heroic through Impossible categories. Impossible obstacles are
challenges that are impossible without the use of magic in some way, which is why the target
is higher than a hero can normally roll.

\subsubsection{Difficulties}

\paragraph{Easy (no roll)}
Climbing a ladder. Players do not roll for Easy Risks.

\paragraph{10-19 = Hard}
Climbing a ladder while carrying someone.

\paragraph{20 - 34 = Heroic}
Climbing a ladder while carrying someone and being shot at by ninjas.

\paragraph{35 - 54 = Epic}
Climbing a ladder while carrying someone, being shot at by ninjas and the ladder is on fire.

\paragraph{55+ = Impossible}
Climbing a ladder while carrying someone, being shot at by ninjas, the ladder is on fire and
you are shooting back. Shooting back should be impossible, that why you need magic.

\section{Combat}
When your character attacks or defends in combat you choose the difficulty of the roll you are
going to make. It ranges between 1 wound and 5 wounds. You are either attacking someone
for 1 to 5 wounds or defending against 1 to 5 wounds.

\subsection{Step 1: Decision}
In combat everyone acts at the same time and you make the decision in secret about what you
are going to do this round.

Fate counts to 5.

Then, everyone reveals their action and difficulty at the same time. You may choose to attack,
defend or use a magic power.

To attack, point at someone and hold a number of fingers equal to the wounds you wish to
inflict.

To defend, place your arm across your chest and hold up a number of fingers equal to the
wounds you wish to protect against. To defend someone else, place your arm across your
chest, hold up a number of fingers equal to the wounds you wish to protect against and point
at the person you want to defend.

To use a magic power, raise a fist to represent you are going to use a power instead of attack
or defend.

\subsection{Step 2: Reconsider}
At the end of Step 1: Decision, you may choose to change from attack to defend.

Fate counts to 5 and players repeat the process of Step 1. If you change from attack to defend,
your defend score is one rank lower than your attack, minimum 1.

\subsection{Step 3: Resolution}
Once all players reveal their actions, each player rolls against the difficulty they assigned
themselves.

If you roll equal to or greater than your difficulty, you either inflict that many wounds or
protect against that many wounds.

If the attacker inflicts more wounds than the defender protects against, the defender takes the
difference.

If more than one attacker attacks the same defender in the same round, handle each attack
separately. In other words apply the defender’s defense score against each attack separately.
Highest attack roll resolves first.

\subsection{Using a Vatcha Power}
If you choose to use a power instead of attacking or defending, your action happens first.
Certain powers require you to designate a target; you can do this after everyone else has
revealed their actions.

If more than one hero uses a power, Fate counts to 5 once more. At the end of the count,
everyone using a power holds up a number of fingers equal to the level of power they want to
use and declares which Domain the power comes from. The highest ranked power goes first,
followed by each subsequently ranked power. Powers of the same rank occur at the same
time.

Certain powers allow a hero to also attempt a defend or attack roll. This is specified in the
power’s description. Otherwise if you choose to use a power you can neither defend or attack
that round.

\subsection{Fate vs. Heroes}
If NPCs are part of combat then Fate decides their actions. She needs an index card for every
NPC involved. Before she starts her first count to 5, Fate writes down the actions of the NPC
on one side and the NPC’s name on the other. She makes choices for NPCs in secret. Then
she put the index cards name side up on the table. Fate counts aloud to 5. If a player wants to
attack an NPC they point at the index card which represents that NPC. Fate flips the NPC’s
index cards over at the same time the heroes reveal their actions. Before Fate finishes her
second count to 5 she may flip an NPC’s index card back over to the name to represent the
NPC changing their action from attack to defend.

\paragraph{Example \#1}
For Step 1, Fate counts aloud to 5. John pulls his arm across his chest with two fingers and
Jill points at John with three fingers. This means John announced an intent to defend himself
against attacks (a challenge 2 risk) and Jill wants to attack John (a challenge 3 risk).
Remember, the fingers they hold up indicate the difficulty of their risks.

For Step 2, Fate counts aloud to 5 once more, Jill does not change her attack.

For Step 3, John rolls against a 2 wounds difficulty and succeeds. Jill rolls against a 3
wounds difficulty and succeeds. John protects himself against 2 wounds but Jill inflicts 3
wounds because Jill inflicts more wounds than John protected against,he takes the difference
in wounds. So, John takes 1 wound. If John had failed his roll and Jill succeeded, he would
take 3 wounds. If Jill had failed her roll, John would take 0 wounds.

\paragraph{Example \#2}
For Step 1, Fate counts aloud to 5. Jill points at Ro with one finger and Ro points at Jill with
two fingers.

For Step 2, Fate counts aloud to 5 once more, Jill and Ro do not change their attacks.

For Step 3, Jill does not have to roll because she cannot fail a 1 wound difficulty. Ro rolls
against a 2 wounds difficulty and succeeds. Jill inflicts 1 wound on Ro and Ro inflicts 2
wounds on Jill. If either had failed their roll the other would take 0 wounds.

\paragraph{Example \#3}
For Step 1, Fate counts aloud to 5. John pulls his arm across his chest with one finger and Ro
pulls her arm across her chest with two fingers. Because no one is attacking this round Fate
does not count to 5 again and the round is over.

\paragraph{Example \#4}
For Step 1, Fate counts aloud to 5. John points at Jill with three fingers, Jill points at John
with three fingers and Ro points at Jill with two fingers.

For Step 2, Fate counts aloud to 5 once more, Jill realizes that John and Ro are both
attacking her and she might not survive. So, Jill pulls her arm back across her chest changing
her fingers from three to two before Fate finishes her second count.

For Step 3, John rolls against a 3 wounds difficulty and succeeds. Jill rolls against a 2
wounds difficulty and succeeds. Ro rolls against a 2 wounds difficulty and succeeds. Ro has a
higher total roll so she resolves her attack against Jill first. Jill protects against 2 wounds and
Ro inflicts 2 wounds. Jill takes 0 wounds. John resolves his attack next. Jill protects against
2 wounds but John inflicts 3 wounds. Jill takes 1 wound.

\subsubsection{Difficulties}
Easy = 1 Wound (no roll)\\
10-19 = 2 Wounds\\
20 - 34 = 3 Wounds\\
35 - 54 = 4 Wounds\\
55+ = 5 Wounds

\section{Control}

When it wishes, the Vatcha can force its wielder to take certain actions. The wielder can agree
to the action or fight against it. If he chooses to fight against it, both the Vatcha and the
wielder must make a Control Risk.

The hero rolls a number of d20s equal to his Control over the Vatcha. The Vatcha rolls a
number of d20s equal to its current Power. Whoever rolls higher wins and the hero and the
Vatcha follow that path.

\subsection{Destiny}
If a hero is in conflict with the Vatcha and the conflict involves the hero’s Destiny, the hero
adds 1d20 to his roll.

\section{Geis}
Before you roll the dice and take a chance, you can offer up a geis to Fate to succeed on your
challenge. A geis is a promise to do a certain action or not do a certain action. A small geis
would be promising to give your cloak to the next beggar you see. A large geis would be
rescue a town from bandits and take no reward. Also, a geis could be agreeing to not drink
alcohol for the next two months. A major geis may involve never drinking alcohol. If Fate
agrees to your geis, write it down on your hero’s sheet including the rank.

If Fate does not accept your geis you may attempt one more time to offer a different or
modified geis. In addition, if Fate does not accept your geis she may offer modified terms. If
you and Fate can agree on terms then the geis is sealed and you succeed without rolling.
Part of the agreement can be modifying the degree of success of your risk. Otherwise, the
difficulty of the risk remains the same.

If you are in conflict with another player, neither of you cannot offer a geis to Fate. Fate does
not play favorites among heroes.

\subsection{Breaking a Geis}
There are consequences for breaking a geis with Fate; whether you break a geis on purpose or
by accident. At any time after you have rolled a success Fate can intervene and cause you to
fail. They can do this as many times as the rank of the geis you broke. If you did not roll the
dice to succeed, such as using n Vatcha power then Fate cannot use their failures on that
action.

If your hero still owes failures to Fate when they die, those failures are gone. A geis does not
carry over onto new characters.

\subsection{Vatcha Powers}
The gifts bestowed by a Vatcha are not trivial. They are pure, unrivaled power. They are also
the only magical power in the world. As such, Vatcha powers break many of the world rules
as well as rules of the game.

Whenever a rule contradicts a Vatcha power, the Vatcha power has precedence.
To understand the powers, you need to become familiar with the concept of keywords.

\section{Keywords}
All Vatcha powers have keywords that tell you what and/or who they affect. All keywords are
italicised for your convenience.

\subsection{You}
This may be obvious, but you means you and only you.

\subsection{Something}
Something means one non-living item. It could be a piece of parchment, a building, a sword,
or a wagon wheel.

There are two kinds of something. The first is small. Small means the something is smaller
than you. The second kind of something is large. Large means the something is not smaller
than you.

\subsection{Someone}
Someone means one person other than yourself. Someone also includes an animal, regardless
of its size.

In case you are curious, zombies and other undead creatures are something and not someone.

\subsection{Everyone}
Everyone means your spell affects every living creature in the effect range of your spell. If you
target a city for your effect, it affects the people, the cows, the cats, the dogs, the rats, the
roaches... but not the buildings.

\subsection{Everything}
Everything means your spell affects every non-living item in the effect range of your spell. If
you target a city for your effect, it affects the walls, the roads, the tavern signs, the wagons,
the windows, the buildings... but not the people.

\subsection{No One}
When a power says no one, it means that nothing and nobody exists in this set.

\section{Conditions}
Conditions represent long-term benefits or penalties a character suffers or benefits from. A
character who is perpetually afraid or on fire suffers from a condition. A character who gains
+5 to a roll or may roll an addiitonal d20 benefits from a condition.

Some powers below grant conditions to your character or other conditions. Also, some powers
remove conditions.
\end{document}
