Skip to content
Snippets Groups Projects
Verified Commit 0543fc69 authored by Malin Freeborn's avatar Malin Freeborn
Browse files

update resources and cs

parent ae8b2950
No related branches found
No related tags found
No related merge requests found
......@@ -3,6 +3,21 @@
\begin{multicols}{2}
\subsection{Character Creation}
\begin{itemize}
\item
Roll a race (page \pageref{raceRoll}).
\item
Roll your 6 Attributes.
\item
Pick a concept.
\item
Spend 50 XP.
\end{itemize}
\subsection{Actions}
\subsubsection{Standard Actions -- page \pageref{basicaction}}
......@@ -11,9 +26,12 @@ For most actions:
\begin{itemize}
\item{The player says ``I jump over the wall''.}
\item{The GM replies ``Roll 2D6 and add your Speed + Athletics'' at Target Number 9.}
\item{If the roll gets 9 or more, the action succeeds.}
\item
The player says ``I jump over the wall''.
\item
The GM replies ``Roll 2D6 and add your Speed + Athletics'' at Target Number 9.
\item
If the roll gets 9 or more, the action succeeds.
\end{itemize}
......@@ -23,8 +41,10 @@ When many characters do the same thing:
\begin{itemize}
\item{One player rolls 2D6.}
\item{Everyone adds their own Attribute + Skill to the same roll to get their own result.}
\item
One player rolls 2D6.
\item
Everyone adds their own Attribute + Skill to the same roll to get their own result.
\end{itemize}
......@@ -34,9 +54,12 @@ When working together helps:
\begin{itemize}
\item{One player rolls, as above.}
\item{The character with the highest score adds to the roll.}
\item{The second highest score adds half their score, the third adds a quarter, and so on.}
\item
One player rolls, as above.
\item
The character with the highest score adds to the roll.
\item
The second highest score adds half their score, the third adds a quarter, and so on.
\end{itemize}
......@@ -63,48 +86,31 @@ If you can take your time doing something:
\subsection{Combat}
\subsubsection{Combat Starts}
\begin{itemize}
\item{Make a group roll of Speed + any weapon Bonus.}
\item{Make a note of your Initiative score.}
\item{When the GM shouts out your Initiative, spend Initiative to act.}
\end{itemize}
\subsubsection{Attacks -- page \pageref{attack}}
\begin{itemize}
\item{Attack by rolling 2D6 plus your Combat score.}
\item{Light weapons, such as daggers, cost 4 Initiative to use.}
\item{Medium weapons, such as swords, cost 6 Initiative to use.}
\item{You can guard allies at the cost of 2 Initiative if you are close, so all attacks must go through you first.}
\item{Spells cost 3 Initiative, plus their level to use.}
\end{itemize}
\subsubsection{Defence -- page \pageref{defence}}
\begin{itemize}
\item{When someone attacks, roll 2D6 against the Target Number.}
\item{You can spend 2 Initiative to focus on defence, and add your Dexterity plus any weapon bonus.}
\item
Attack by rolling 2D6 plus your Dexterity + Combat.
\item
If you hit, roll Damage: 1D6 + Strength + Weapon Bonus.
\item
If you miss, the enemy hits you!
\item
Spells cost 2 AP, plus their level, minus your Wits.
\end{itemize}
\subsubsection{Quick Actions -- page \pageref{quickaction}}
Do these any time you want, and spend 2 Initiative.
If your Initiative is below 0, you get a cumulative -1 penalty.
Do these any time you want, and spend 1 AP.
\begin{itemize}
\item{Defence uses your Dexterity + weapon bonus.}
\item{Keep Edgy so you don't get surprised by missiles.}
\item{Move 3 Squares + your Speed (only once per turn).}
\item{Speak.}
\item
Keep Edgy so you don't get surprised by missiles.
\item
Move 3 Squares + your Athletics Skill.
\item
Speak -- it always costs 1 AP!
\end{itemize}
......@@ -114,8 +120,14 @@ If your Initiative is below 0, you get a cumulative -1 penalty.
\begin{itemize}
\item{Spend MP equal to the spell's level.}
\item{Roll Intelligence + some Skill}
\item
Spend MP equal to the spell's level.
\item
Roll Intelligence + some Skill.
\item
Fast spells are fast.
\item
Normal spells take a long time.
\end{itemize}
......@@ -123,10 +135,10 @@ If your Initiative is below 0, you get a cumulative -1 penalty.
\begin{itemize}
\item{Standard spells require 1 round to cast per 2 levels.}
\item{\textit{Fast} spells only need 3 Initiative + the spell's level, so a 2nd level spell requires 5 Initiative.
However, they must be cast at 1 level higher.}
\item{Ritual spells require a full, uninterrupted scene to cast, and count as \textit{Resting Actions}.}
\item
Standard spells require 1 round to cast per 2 levels.
\item
Ritual spells require a full, uninterrupted scene to cast, and count as \textit{Resting Actions}.
\end{itemize}
......
......@@ -39,9 +39,9 @@ Otherwise, you fail.
\section{Races}
\index{Race}
\label{raceRoll}
\newcommand{\racechart}{
\begin{nametable}[clX]{Race}
Roll & Race & Adjustments \\\hline
......
......@@ -31,6 +31,7 @@
\begin{multicols}{2}
\subsection{Attacking}
\label{attack}
\iftoggle{verbose}{
When combat begins, roll your Dexterity + Combat against \gls{tn} 7, plus the enemy's Dexterity + Combat.
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Please register or to comment