diff --git a/systems.tex b/systems.tex index 6c5e59efa30337829d763fe70387f664c632c1cf..1c5a3fe34f36e7712bb03637a945c38e624499fe 100644 --- a/systems.tex +++ b/systems.tex @@ -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}