Skip to content
Snippets Groups Projects
Verified Commit 014a6b61 authored by Malin Freeborn's avatar Malin Freeborn
Browse files

alphabetize systems

parent a265a4e1
No related branches found
No related tags found
No related merge requests found
......@@ -8,10 +8,77 @@
\togglefalse{examplecharacter}
\subsection{\Glsfmttext{caving}}
\subsection{\Glsfmttext{downtime} Activities}
\label{downtimeActions}
\makeRule{poison}{Brewing a poison}{Intelligence}{Medicine}{4}
\index{Poisons}
Basic poisons inflict 2~\glspl{ep} over the course of \pgls{interval}, then stop.
People can notice a poison by smell or taste before they drink it, by rolling \roll{Wits}{Vigilance} (\tn[7]).
Poisons lose their potence over time -- the \gls{ep} loss suffered reduces by to half of what it was each week.
The standard roll begins at \tn[7].
The caster can add any of the following boons to the poison.
However, each boon increases the \gls{tn} by 1.
\begin{itemize}
\item
Inflict \pgls{ep} more per \pgls{interval}.
\item
Increase the number of \glspl{interval} the poison will work for.
\item
Increase the \gls{tn} to notice the poison.
\item
Increase the shelf-life of the poison by a week.
\end{itemize}
A poison worthy of \gls{abderian} might inflict 4~\glspl{ep} each \gls{interval}, for 3~\glspl{interval}, and require a \roll{Wits}{Vigilance} roll at \tn[10] but this would raise the \gls{tn} from 7 to 14.
A tie indicates that the poison loses the first boon its creator gave it, and each Failure Margin takes another.
When no boons are left, the poison does nothing but smell bad.
\makeRule{sword_crafting}{Crafting a sword}{Strength}{Crafts}{15}
This requires equipment, such as moulds, and a long night.
It also requires a single level of the Melee Skill.
A tie indicates a completed sword, but a shattered mould.
\makeRule{make_mould}{Creating a weapon mould}{Intelligence}{Crafts}{11}
A weapon mould grants a +2 Bonus to weapon-crafting rolls.
Most metallurgists cannot form weapons without one.
\makeRule{make_armour}{Creating silent plate armour}{Intelligence}{Crafts}{16}
Creating silent plate requires planning from the outset -- existing armour cannot be properly modified.
The parts cost an additional 50\%, and the crafter must have both the Melee and Stealth Skills at level 1.
Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1.
\makeRule{make_song}{Composing a new song}{Intelligence}{Performance}{10}
This won't let the character perform the song -- just compose, and possibly explain it.
\makeRule{tame_horse}{Taming a Horse}{Intelligence}{Cultivation}{depends on Horse's \roll{Wits}{Brawl}}
Wild horses still run wild in \gls{fenestra}, but catching one without injuring it is difficult, and getting it comfortable with people takes upwards of months.
But if you have more time than money, then it's time well spent.
\iftoggle{stories}{
\makeRule{make_spell}{Composing a Spell}{Intelligence}{Sphere}{10 plus Level}
\index{Spells!Creation}
Crafting new spells requires one week per level of the spell.
Players can look over the process in the \textit{Book of Stories}, \autopageref{spellWeaving}.
If the roll fails, then the \gls{gm} will swap one Action or Descriptor for another, and then work through the results, however horrifying.
The caster cannot use this botched spell -- it only works for that one occasion, by accident.
On a tie, the research fails to no effect, or the player can choose to have the spell fail and have their character learn the spell.
The player should not know how the spell will fail beforehand -- the \gls{gm} decides in secret.
If a spell fails, then the next session should probably open with the aftermath of that failure, and a run-through of all that it entails.
}{}
\subsection{Journeys in the \Glsfmttext{deep}}
\index{Caving|textbf}
\index{Spelunking|see {Caving}}
\glsdesc{caving}
Caving \glsdesc{caving}
\subsubsection{\Glsfmttext{blackWalking}}
\glsdesc{blackWalking}
......@@ -152,73 +219,6 @@ Large rivers might have \tn[8], while an open sea in a storm might be \tn[12].
Characters can swim 1~\gls{step} per \gls{ap} spent.
If they do nothing but swimming, they can add their Athletics Skill to the total at the end of the round.
\subsection{\Glsfmttext{downtime} Activities}
\label{downtimeActions}
\makeRule{poison}{Brewing a poison}{Intelligence}{Medicine}{4}
\index{Poisons}
Basic poisons inflict 2~\glspl{ep} over the course of \pgls{interval}, then stop.
People can notice a poison by smell or taste before they drink it, by rolling \roll{Wits}{Vigilance} (\tn[7]).
Poisons lose their potence over time -- the \gls{ep} loss suffered reduces by to half of what it was each week.
The standard roll begins at \tn[7].
The caster can add any of the following boons to the poison.
However, each boon increases the \gls{tn} by 1.
\begin{itemize}
\item
Inflict \pgls{ep} more per \pgls{interval}.
\item
Increase the number of \glspl{interval} the poison will work for.
\item
Increase the \gls{tn} to notice the poison.
\item
Increase the shelf-life of the poison by a week.
\end{itemize}
A poison worthy of \gls{abderian} might inflict 4~\glspl{ep} each \gls{interval}, for 3~\glspl{interval}, and require a \roll{Wits}{Vigilance} roll at \tn[10] but this would raise the \gls{tn} from 7 to 14.
A tie indicates that the poison loses the first boon its creator gave it, and each Failure Margin takes another.
When no boons are left, the poison does nothing but smell bad.
\makeRule{sword_crafting}{Crafting a sword}{Strength}{Crafts}{15}
This requires equipment, such as moulds, and a long night.
It also requires a single level of the Melee Skill.
A tie indicates a completed sword, but a shattered mould.
\makeRule{make_mould}{Creating a weapon mould}{Intelligence}{Crafts}{11}
A weapon mould grants a +2 Bonus to weapon-crafting rolls.
Most metallurgists cannot form weapons without one.
\makeRule{make_armour}{Creating silent plate armour}{Intelligence}{Crafts}{16}
Creating silent plate requires planning from the outset -- existing armour cannot be properly modified.
The parts cost an additional 50\%, and the crafter must have both the Melee and Stealth Skills at level 1.
Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1.
\makeRule{make_song}{Composing a new song}{Intelligence}{Performance}{10}
This won't let the character perform the song -- just compose, and possibly explain it.
\makeRule{tame_horse}{Taming a Horse}{Intelligence}{Cultivation}{depends on Horse's \roll{Wits}{Brawl}}
Wild horses still run wild in \gls{fenestra}, but catching one without injuring it is difficult, and getting it comfortable with people takes upwards of months.
But if you have more time than money, then it's time well spent.
\iftoggle{stories}{
\makeRule{make_spell}{Composing a Spell}{Intelligence}{Sphere}{10 plus Level}
\index{Spells!Creation}
Crafting new spells requires one week per level of the spell.
Players can look over the process in the \textit{Book of Stories}, \autopageref{spellWeaving}.
If the roll fails, then the \gls{gm} will swap one Action or Descriptor for another, and then work through the results, however horrifying.
The caster cannot use this botched spell -- it only works for that one occasion, by accident.
On a tie, the research fails to no effect, or the player can choose to have the spell fail and have their character learn the spell.
The player should not know how the spell will fail beforehand -- the \gls{gm} decides in secret.
If a spell fails, then the next session should probably open with the aftermath of that failure, and a run-through of all that it entails.
}{}
\subsection{News \& Information}
\makeRule{find_rumours}{Finding rumours}{Charisma}{Empathy}{3}
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment