diff --git a/systems.tex b/systems.tex index ea775389aecc92c7338fbe4d1c351cb475aa225f..27c3527dde397cbd50d0c490a5be910bf2c098ee 100644 --- a/systems.tex +++ b/systems.tex @@ -8,11 +8,6 @@ \togglefalse{examplecharacter} -\subsection{Breaking Things} - -\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. \makeRule{whittling}{Whittling Wood}{Dexterity}{Crafts}{10} 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. + + \subsection{News \& Information} \makeRule{find_rumours}{Finding rumours}{Charisma}{Empathy}{3} @@ -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. \makeRule{verify_rumours}{Verifying rumours}{Intelligence}{Empathy}{13} -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. \makeRule{buyService}{Judging services}{Wits}{Empathy}{9} It's never easy knowing whom to hire. @@ -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. \end{multicols}