\makeRule{break_door}{Breaking in a door}{Strength}{Crafts}{10}
A tie could indicate that the door has a massive hole in the middle, allowing a sufficiently small person to squeeze through; or it might indicate that the door caves in after multiple, noisy strikes.
\subsection{\Glsfmttext{downtime} Activities}
\makeRule{poison}{Brewing a poison}{Intelligence}{Medicine}{4}
...
...
@@ -187,7 +182,7 @@ Of course, these fast excursions from the path, to check out anything that happe
\end{itemize}
\noindent
Each failure margin adds 2 miles to the journey time, so when trying to find a particular house somewhere in a forest, 10 miles away, the \gls{tn} would be 12.
Each Failure Margin adds 2 miles to the journey time, so when trying to find a particular house somewhere in a forest, 10 miles away, the \gls{tn} would be 12.
If the roll is an 8, the actual journey would be 18 miles.
\makeRule{scout}{Scouting for an Enemy Camp}{Speed}{Vigilance}{9 plus the enemy's \roll{Wits}{Vigilance}}
...
...
@@ -202,12 +197,71 @@ During the cold seasons, fire is a necessity to remove \glspl{ep} (mentioned \vp
Excessive snow or rain means the \gls{tn} decreases by 2 due to mud or snow remembering every step.
However, it also increases the \gls{tn} by 2 each \gls{interval}.
Both the hunter and the hunted determine their rate of travel.
Both the hunter and the hunted determine their own rate of travel.
The hunter continues making rolls until they catch their quarry or lose them.
Characters can fashion anything with a cost of less than 10~\gls{cp} in less than a day, with only basic woodworking tools.
\subsection{Journeys by Road \&\Glsfmttext{village}}
\makeRule{area_knowledge}{Area knowledge}{Intelligence}{Academics}{set by area}
Cities are \tn[7], Towns are 9, and \glspl{village} are 13.
A successful roll indicates a working knowledge of the place.
\makeRule{intimidation}{Intimidating someone into backing off}{Intelligence}{Deceit}{9 plus the enemy's \roll{Strength}{Deceit}}
\index{Intimidation}
\makeAutoRule{march}{Marching}{Move 5 miles per~\glsfmttext{interval}, +1 per \glsentrytext{ep}}
\index{Walking}
\index{Marching}
\index{Travel}
Marching depends on the terrain.
Good roads provide a smooth journey, rough roads provide less, and deep forests can demand attention and problem-solving twice a mile.
\sidebox{
\marchingChart
}
Each \gls{interval}, the troupe can travel the initial distance easily.
Every mile after that adds \pgls{ep}.
By default, characters might travel 10~miles per day, i.e. 5~miles in the morning, then 5~in the afternoon.
Once the Sun sets in the evening, most will rest in \pgls{bothy}, and take time to cook, and potentially meet another travelling group moving in the opposite direction.
An expedient troupe might add 2~miles each \gls{interval}, and eat nothing but dry rations, so they can march instead of cooking in the evening.
With 3~\glspl{interval} of movement, the troupe could travel 21~miles in total.
The night would allow them to remove \pgls{ep}, but the day would add 6 more, so they won't be moving like that for long.
Humans can endure a hard-march better than most.
Despite their slow gait, they can out-pace almost anything in the long-term.%
\exRef{stories}{Stories}{humanInheritance}
\makeAutoRule{cold}{Cold Seasons}{gain 2~\glsfmtlongpl{ep} each \glsfmttext{interval} and need fire to rest}
\index{Winter}
\index{Cold Seasons}
\index{Snow}
During the colder seasons of \gls{Alassea} and \gls{Minquesta}, the frigid air inflicts 4~\glspl{ep} each \gls{interval}, or 2~\glspl{ep} for characters wearing warm clothing.
Characters can only rest with a fire, which may attract monsters (usually a 1 in 6 chance per \gls{interval}).
\subsection{Journeys on Water}
\makeRule{mend_sail}{Mending a sail}{Dexterity}{Seafaring}{10}
\makeRule{navigate_ocean}{Navigation open oceans}{Intelligence}{Seafaring}{12}
Each Failure Margin puts the boat off course by 10 miles.
A tie indicates that the navigator knows to remain for a day, and make further observations, rather than push towards an uncertain direction.
\index{Sailing!Navigation}
\makeRule{swimming}{Swimming}{Speed}{Seafaring}{set by water's speed}
Large rivers might have \tn[8], while an open sea in a storm might be \tn[12].
\index{Swimming}
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.
@@ -233,51 +287,16 @@ A tie indicates nothing special -- but of course opening the letter won't be qui
Opening such a letter and resealing it properly requires an \roll{Intelligence}{Academics} roll, at \tn[14], plus the margin of whoever sealed the letter originally.
This usually takes a long time, and is best suited to \gls{downtime}.
\subsection{Town Activities}
\makeRule{hookey}{Walking Through Town}{Wits}{Empathy}{depends on area, bonus for rank}
The \gls{guard} should guard against the forest, not hide (nor drink) in towns.
Of course people make exceptions for higher-ranking \gls{guard}, and plenty of the guard manage to sneak into town regularly.
\Gls{guard} characters can add any rank they have earned to any rolls.
`Fodder' add nothing, while `Diggers' can add +1 to the roll.
\sidebox{
\begin{boxtable}[cY]
\textbf{\gls{tn}}&\textbf{Location}\\\hline
5 &\gls{healersGuild}\\
6 & Friend's Home \\
8 & Slums \\
9 & Tavern \\
9 & Rich Neighbourhood \\
Rumours are bad, but someone trying to verify them is worse.
A failure on this roll means that people around have been alerted to the investigation (whether the rumour was true or not).
\index{Investigation}
10 & Market \\
12 &\gls{sunGuard} Station \\
\end{boxtable}
}
If the investigator doesn't care about alerting anyone, they can take this as \pgls{restingaction} during \gls{downtime}.
Entering a town requires an \roll{Intelligence}{Larceny} group roll (\tn[7]).
\Glspl{guard} who cannot find alternative clothing to their standard, dark, uniforms, take a -4 penalty to this roll.
A tie indicates that someone has caught the character (see below).
Remaining in town requires a \roll{Wits}{Empathy} roll to go undetected.
Rolling over the \gls{tn} by 1 allows an extra day, then 2 days, then 4, 8, and so on.
\subsection{Town Activities}
\paragraph{Getting caught}
demands an immediate \roll{Wits}{Deceit} roll (\tn[10]).
Failure means a trip to the \gls{court}.
Characters who flee will find their name known across the land, especially to the \gls{sunGuard}, and will find the \gls{warden} taking the failure to appear in their \gls{court} a personal insult.
\makeRule{break_door}{Breaking in a door}{Strength}{Crafts}{10}
A tie could indicate that the door has a massive hole in the middle, allowing a sufficiently small person to squeeze through; or it might indicate that the door caves in after multiple, noisy strikes.
@@ -301,7 +320,6 @@ The bard simply has to exchange gossip at the markets for some months.
\makeRule{pick_pocket}{Picking a pocket}{Dexterity}{Larceny}{12}
Stealing in larger, more populated areas, affords more opportunities, while small \glspl{village}, where everyone is aware of everyone in their personal space, and rarely carry larger sums of money, raises the \gls{tn} significantly.
\index{Pickpocketing}
A tie means the character gets the item, but the victim immediately notices the crime.
...
...
@@ -332,64 +350,48 @@ This includes murder, crafting poisons, selling illegal items, et c.
Working well with someone means that someone can gain a good local reputation (perhaps just among mercenaries, dodgy apothecaries, or librarians), while returning from a job with a missing man means a mark on the \gls{pc}'s reputation.
\subsection{Journeys by Road \&\Glsfmttext{village}}
\makeRule{area_knowledge}{Area knowledge}{Intelligence}{Academics}{set by area}
Cities are \tn[7], Towns are 9, and \glspl{village} are 13.
A successful roll indicates a working knowledge of the place.
\makeRule{hookey}{Walking Through Town}{Wits}{Empathy}{depends on area, bonus for rank}
The \gls{guard} should guard against the forest, not hide (nor drink) in towns.
\makeRule{intimidation}{Intimidating someone into backing off}{Intelligence}{Deceit}{9 plus the enemy's \roll{Strength}{Deceit}}
\index{Intimidation}
Of course people make exceptions for higher-ranking \gls{guard}, and plenty of the guard manage to sneak into town regularly.
\makeAutoRule{march}{Marching}{Move 5 miles per~\glsfmttext{interval}, +1 per \glsentrytext{ep}}
\index{Walking}
\index{Marching}
\index{Travel}
Marching depends on the terrain.
Good roads provide a smooth journey, rough roads provide less, and deep forests can demand attention and problem-solving twice a mile.
\Gls{guard} characters can add any rank they have earned to any rolls.
`Fodder' add nothing, while `Diggers' can add +1 to the roll.
\sidebox{
\marchingChart
}
\begin{boxtable}[cY]
Each \gls{interval}, the troupe can travel the initial distance easily.
Every mile after that adds \pgls{ep}.
\textbf{\gls{tn}}&\textbf{Location}\\\hline
By default, characters might travel 10~miles per day, i.e. 5~miles in the morning, then 5~in the afternoon.
Once the Sun sets in the evening, most will rest in \pgls{bothy}, and take time to cook, and potentially meet another travelling group moving in the opposite direction.
5 &\gls{healersGuild}\\
An expedient troupe might add 2~miles each \gls{interval}, and eat nothing but dry rations, so they can march instead of cooking in the evening.
With 3~\glspl{interval} of movement, the troupe could travel 21~miles in total.
The night would allow them to remove \pgls{ep}, but the day would add 6 more, so they won't be moving like that for long.
6 & Friend's Home \\
Humans can endure a hard-march better than most.
Despite their slow gait, they can out-pace almost anything in the long-term.%
\exRef{stories}{Stories}{humanInheritance}
8 & Slums \\
\makeAutoRule{cold}{Cold Seasons}{gain 2~\glsfmtlongpl{ep} each \glsfmttext{interval} and need fire to rest}
\index{Winter}
\index{Cold Seasons}
\index{Snow}
During the colder seasons of \gls{Alassea} and \gls{Minquesta}, the frigid air inflicts 4~\glspl{ep} each \gls{interval}, or 2~\glspl{ep} for characters wearing warm clothing.
9 & Tavern \\
Characters can only rest with a fire, which may attract monsters (usually a 1 in 6 chance per \gls{interval}).
9 & Rich Neighbourhood \\
\subsection{Journeys on Water}
10 & Market \\
\makeRule{mend_sail}{Mending a sail}{Dexterity}{Seafaring}{10}
12 &\gls{sunGuard} Station \\
\makeRule{navigate_ocean}{Navigation open oceans}{Intelligence}{Seafaring}{12}
Each Failure Margin puts the boat off course by 10 miles.
A tie indicates that the navigator knows to remain for a day, and make further observations, rather than push towards an uncertain direction.
\index{Sailing!Navigation}
\end{boxtable}
}
\makeRule{swimming}{Swimming}{Speed}{Seafaring}{set by water speed}
Entering a town requires an \roll{Intelligence}{Larceny} group roll (\tn[7]).
\Glspl{guard} who cannot find alternative clothing to their standard, dark, uniforms, take a -4 penalty to this roll.
The \gls{tn} depends on the water's speed -- large rivers might have a \gls{tn} of 8, while an open sea in a storm might be \gls{tn} 12.
\index{Swimming}
A tie indicates that someone has caught the character (see below).
Remaining in town requires a \roll{Wits}{Empathy} roll to go undetected.
Rolling over the \gls{tn} by 1 allows an extra day, then 2 days, then 4, 8, and so on.
\paragraph{Getting caught}
demands an immediate \roll{Wits}{Deceit} roll (\tn[10]).
Failure means a trip to the \gls{court}.
Characters who flee will find their name known across the land, especially to the \gls{sunGuard}, and will find the \gls{warden} taking the failure to appear in their \gls{court} a personal insult.
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.