diff --git a/combat.tex b/combat.tex index 686e5fb1036db886b12ec77b69a5fc415cb31357..1d1b455128e7e4ab3bb146c7e3f1b04816f25e1d 100644 --- a/combat.tex +++ b/combat.tex @@ -376,9 +376,10 @@ The \gls{tn} is always 6 plus one for every five squares away the target is. Targets 14 squares away would have a \gls{tn} of 8 to hit. }{}% -Moving targets add their Speed Bonus to the \gls{tn}, and stationary targets with a shield can add their shield's Bonus to the \gls{tn} as long as they were Keeping Edgy (see page \pageref{edgy}.) +Moving targets add their Speed + Vigilance Bonus to the \gls{tn}, and stationary targets with a shield can add their shield's Bonus to the \gls{tn} as long as they were Keeping Edgy (see page \pageref{edgy}.) Just as with weapon combat, a high enough roll can be a Vitals Shot, ignoring all \gls{dr}. +\footnote{See \autopageref{vitals}.} \subsubsection{The Long Bow}\index{Projectiles!Bow}\index{Bows} \label{longbow} @@ -671,7 +672,6 @@ follows the same rules, but the penalty is halved. \subsubsection[Enclosed Spaces: Penalty equals weapon's AP cost]{Enclosed Spaces} \label{enclosedcombat} \index{Enclosed Spaces} -\index{Combat!Enclosure Rating} \iftoggle{verbose}{ Enclosed spaces cause serious problems for people wielding longswords, battle axes, and other large weapons. @@ -773,13 +773,13 @@ Any enemy making a successful attack on you can choose to damage you, or to make Guarding costs 1 \gls{ap}, and after that engaging in attacks costs the usual amount. If either character moves away from the other, the guarding stops. -\subsubsection[Keep Edgy: Look out for missiles (allows you to defend against them with Speed Bonus). Cost: 1 \gls{ap}]{Keeping Edgy} +\subsubsection[Keep Edgy: Look out for missiles and resist them with Speed + Vigilance. Cost: 1 \gls{ap}]{Keeping Edgy} \label{edgy} \index{Combat!Keeping Edgy} The character can take a moment to note their long-range surroundings, including archers and potential spell casters. -This takes only 1 \gls{ap} and for the rest of the round, any time the character is being fired upon in combat they can use their basic Speed Bonus in a resisted action to leap out of the way of an incoming missile or targeted spell, such as a fireball. -Spells which simply target people by gaze or magical effects such as polymorphing are unaffected. +This takes only 1 \gls{ap} and for the rest of the round, any time the character is being fired upon in combat they can use their Speed + Vigilance Bonus in a resisted action to leap out of the way of an incoming missile or targeted spell, such as a fireball. +Spells which simply target people by gaze or magical effects such as polymorphing are unaffected (these spells are also resisted, but differently). \subsubsection[Ram: Push the enemy back 2 squares plus the difference between your Strength Bonuses. Resisting costs 2 \glspl{ap}, and requires a resisted Strength + Combat roll. Cost: 3 \glspl{ap}]{Ram} \index{Combat!Ram} diff --git a/spheres.tex b/spheres.tex index 4f97b103291bf8aecade94f9016fa0c1c12895b8..d99dd19b9b82cdcb4a731ff98a1bce6838f85eee 100644 --- a/spheres.tex +++ b/spheres.tex @@ -967,8 +967,8 @@ It also has more subtle uses as casters can extinguish flames, plunging people i All Invocation spells are rolled as Projectiles, using the mage's Intelligence Bonus and their Projectiles Skill. The basic \gls{tn} is 7 and the difficulty raises by +1 for every 5 squares away the opponent is, just as with normal missile weapons. -As usual, opponents who are keeping edgy (see page \pageref{edgy}) can use their Speed to resist the attack, adding it to the \gls{tn}. -Alternatively, if a player is keeping edgy, it is they who can attempt to dodge the incoming attack, rolling their Speed at \gls{tn} 7 plus the pyromancer's Intelligence and Projectiles Skill. +As usual, opponents who are Keeping Edgy (see page \pageref{edgy}) can use their Speed + Vigilance to resist the attack, adding it to the \gls{tn}. +Alternatively, if a player is keeping edgy, it is they who can attempt to dodge the incoming attack, rolling their Speed + Vigilance at \gls{tn} 7 plus the pyromancer's Intelligence and Projectiles Skill. Shields' Bonus can add to the roll to resist such spells. Just like any other long-range spell, Fireballs and other Invocation spells can succeed in Vitals Shot, bypassing armour, if they strike precisely enough (see page \pageref{vitals}).