diff --git a/actions.tex b/actions.tex index 9a325f77e1bdcd46f868d29ec07060bcf8e71c54..9bd9aa2aa922326b7db0451ececdaf7ac7c201bd 100644 --- a/actions.tex +++ b/actions.tex @@ -88,9 +88,9 @@ However, for suggested interpretations with more detail, see \nameref{skill_uses \index{Group actions} Players only make one \gls{natural} per action. -If the player wants to attempt to re-try an action, the result remains the same unless circumstances change. +If a player wants to re-try an action, the result remains the same unless circumstances change. -When many characters are trying to do the same task, a single roll is made, and they all consult the same results. +When many characters are trying to do the same task, one player rolls, and all players consult the same results. \begin{exampletext} \begin{itemize} @@ -122,7 +122,8 @@ When many characters are trying to do the same task, a single roll is made, and If the troupe are all attempting the same action, then they only make one roll, while adding different attributes to obtain their individual result. -\subsection{\glsentrytext{restingaction}}\label{restingactions} +\subsection{\Glsfmtplural{restingaction}} +\label{restingactions} Difficult, but safe actions allow players to repeat the same task until they get it right or give up. In these cases, the player sets one die to a `6', and rolls only the other die. @@ -130,51 +131,48 @@ In these cases, the player sets one die to a `6', and rolls only the other die. \begin{exampletext} \begin{itemize} \item - The group want to sneak into a noble's house, and have plenty of time to plan the heist. - The \gls{gm} says they can wander past without suspicion, but it will take a week to plan and gather all the information they need, the Bonuses are Intelligence plus Stealth, and the \gls{tn} is 12. - \begin{itemize} - \item - The players accept, and roll a single die, achieving a `4'. - \item - With the other die automatically on `6', their roll is `10', and the total is `13' -- a narrow success. - \end{itemize} - \item - When the group find a powerful, but mysterious artefact. + The troupe really need a favour from a local \gls{warden}, but he has no time to meet with \gls{guard}~\glspl{fodder}. \begin{itemize} \item - Without any danger reading, the \gls{gm} lets them study it for a month as a \gls{restingaction}. + The \gls{gm} disallows this as \pgls{restingaction}. + \item + After the first failure, the noble tells his servants not to pay them any more attention -- they can no longer succeed via the official channels. \end{itemize} \item - The troupe really need a favour from a local warden, but he has no time to meet with commoners. - \begin{itemize} + The group want to sneak into a noble's house, and have plenty of time to plan the heist. + The \gls{gm} says they can wander past without suspicion, but it will take a week to plan and gather all the information they need. + The roll is \roll{Intelligence}{Stealth} at \tn[12]. + \begin{itemize} \item - The \gls{gm} disallows this as a resting action. + The players accept, and roll: \dicef{4}. \item - After the first failure, the noble tells his servants not to pay them any more attention -- they can no longer succeed via the official channels. - \end{itemize} - + With \dicef{6}~\dicef{4} on the table, the dice show `10', and the total is `13' -- a narrow success. + \end{itemize} \end{itemize} \end{exampletext} \subsection{Resisted Actions} -\index{Resisted Actions} \label{resistedactions} -When \pgls{pc} and \pgls{npc} act in opposition to each other, the player add their characters Attribute + Skill bonuses as usual, and rolls against \tn[7] plus the opponent's Trait-pair.% -\footnote{In general, only players roll.} +When \pgls{pc} and \pgls{npc} act in opposition to each other, the player adds their characters Attribute + Skill bonuses as usual, and the \gls{tn} equals \tn[7] plus the \gls{npc}'s \gls{attribute} + \gls{skill}.% +\footnote{In general, only players roll for actions.} -\begin{itemize} - \item - A villain wants to sneak up on a \gls{pc} while they go shopping for armour, and corner them alone. - Her \roll{Intelligence}{Stealth} gives a +3 Bonus, so the \gls{gm} asks for a \roll{Wits}{Vigilance} roll at \tn[10]. - \item - The troupe need to convince the locals not to trust a particular psychotic, lying, bastard. - Despite him not being present, the \gls{gm} notes that he his \roll{Charisma}{Empathy} grants a +5 Bonus, so he states the \gls{tn} is 12. - \item - \Pgls{witch} begins a curse against a member of the \gls{guard}, so he decies to stab her. - If the \gls{witch}'s spell works, he will fumble his attack, and lose some \glspl{fp}, so her \roll{Charisma}{Fate} adds to the roll, making a \gls{tn} of 9. - The guard will have to use his \roll{Dexterity}{Melee} to resist the curse, but if he wins, he will inflict Damage (covered in \autoref{combat}). -\end{itemize} +\begin{exampletext} + \begin{itemize} + \item + A local cutthroat wants to sneak up on \pgls{pc} while they go shopping for armour, and corner them alone. + Her \roll{Intelligence}{Stealth} gives her a +3 Bonus, so the \gls{gm} asks for a \roll{Wits}{Vigilance} roll at \tn[10]. + \item + The troupe need to convince the locals not to trust a particular psychotic, lying, bastard. + Despite him not being present, the \gls{gm} notes that he his \roll{Charisma}{Empathy} grants a +5 Bonus, so he states the \gls{tn} is 12. + \item + \Pgls{witch} begins a curse against a member of the \gls{guard}, so he decides to stab her. + Her \roll{Charisma}{Fate} total is +2, so the \gls{tn} is ($7+2$) 9. + + The guard uses his \roll{Dexterity}{Melee} to resist the curse, so if he wins, he will inflict Damage (covered in \autoref{combat}). + But if the \gls{witch}'s spell works, the \gls{guard} will fumble his attack, and lose some \glspl{fp}. + \end{itemize} +\end{exampletext} \subsection{\Glsfmtplural{bandAct}} \label{teamwork} @@ -190,7 +188,7 @@ When characters can work together, one person rolls with their Bonus, then adds \footnote{Always round up on half, so $4 + \frac{1}{2} = 5$, but $5 + \frac{1}{4} = 5$.} \begin{exampletext} - Convincing the townsfolk that they need to rebel against the \gls{warden}, the troupe work together on a \roll{Charisma}{Combat} roll. + Convincing the townsfolk that they need to rebel against \pgls{warden}, the troupe work together on a \roll{Charisma}{Combat} roll. Pikerudd has the highest Bonus, so he adds the full Bonus, then Snowblight adds half of his, and Chatrik, a quarter. \end{exampletext} @@ -203,13 +201,13 @@ Multiplier & 1 & $\frac{1}{2}$ & $\frac{1}{4}$ \\ Value: & 4 & $1$ & $\frac{1}{2}$ \\ Running Total: & 4 & $5$ & $5+\frac{1}{2}$ \\ \hline - Grand Total: & & & \textbf{5} \\ + Grand Total: & & & \textbf{6} \\ \end{boxtable} \subsubsection{Generalized \Glsfmtplural{bandAct}} means all accumulated Bonuses work the same way. If two people are pushing with Strength +2, they count as having a total Strength of +3. -You'll find a few different rules are just the Banding rule applied to a different area (for example, \nameref{bandingArmour}, \vpageref{bandingArmour}). +You'll find a few different rules are just the \gls{bandAct} rule applied to a different area (for example, \nameref{bandingArmour}, \vpageref{bandingArmour}). \subsection{Margins} \index{Margins} @@ -217,7 +215,7 @@ You'll find a few different rules are just the Banding rule applied to a differe \label{margin} If you ever need detail on how well an action went, look at how many points above the \gls{tn} the dice show. -With a \gls{tn} of 12, rolling 14 means a margin of 2. +With \pgls{tn} of 12, rolling 14 means a margin of 2. The \gls{gm} might use a Margin for some variable, for example a bard attempting to charm a crowd into giving him money might gain $2D6$ copper pieces plus the Margin, so if the Margin is 3 then he would get $2D6+3$ copper pieces. Margins might also be used to gain bonuses on later rolls. diff --git a/combat.tex b/combat.tex index 6d9e6e076ed82c4b0b8941ad8988cfb3d7fce9b5..d68b58bc543fc1d32f17e0465c3e886a61e1bbac 100644 --- a/combat.tex +++ b/combat.tex @@ -383,13 +383,6 @@ If the plate armour had \pgls{covering} of only 3 then rolling 3 over the creatu Projectiles have their own Combat \gls{skill}, which covers everything from javelins to bows. These \glsentrydesc{projectiles}. -A successful evasion allows someone to move -- usually behind cover, or towards the archer. -However, unlike toe-to-toe combat, those on the receiving end cannot reflexively dodge; they must have at least 1~\gls{ap} to spend in order to resist with their \roll{Speed}{Vigilance}. - -Just as with weapon combat, a high enough roll can be a \gls{vitalShot},% -\footnote{See \autopageref{vitals}.} -ignoring all \gls{dr}. - \sidebox[20]{ \begin{nametable}{Projectiles Cover} +1 & Large bushes \\ @@ -397,22 +390,26 @@ ignoring all \gls{dr}. +3 & Murder hole \\ \end{nametable} } +A successful evasion allows someone to move -- usually behind cover, or towards the archer. +However, unlike toe-to-toe combat, those on the receiving end cannot reflexively dodge; they must have at least 1~\gls{ap} to spend in order to dodge with their \roll{Speed}{Vigilance}. + +Just as with weapon combat, a high enough roll means \pgls{vitalShot}. +\footnote{As covered \vpageref{vitals}.} + All projectiles suffer from the need to reload. As with picking up any other item, characters must spend least 1~\gls{ap} to take out and use arrows. \subsubsection{\Glsfmtplural{bow}} -\index{Projectiles!Bow} -\index{Bows} \label{longbow} demands a lot of Strength to just pull back. -To use a bow, the archer must have a Strength Bonus at least as high as the bow's Damage. +To use \pgls{bow}, the archer must have a Strength Bonus at least as high as the bow's Damage. So if a hunting bow deals $1D6+2$ Damage, the archer will need at least a Strength of +2 to draw the arrow properly (or at all). Having a Strength of 3 will not increase the Damage, but it can decrease the firing time. To pull back the heavy load on a long bow requires 2~\glspl{ap}, plus the bow's Damage bonus, so a bow which deals +3 Damage requires 5~\glspl{ap} to fire.% \footnote{If this seems harsh, note that pulling back a big longbow is the equivalent of lifting up a human by their foot.} -Long bows can be fired for hundreds of yards -- the maximum range is generally more determined by the archer's ability to aim rather than the bow. +\Glspl{bow} can be fired for hundreds of yards -- the maximum range is generally more determined by the archer's ability to aim rather than the bow. \subsubsection{Short Bow} \index{Projectiles!Short Bow} diff --git a/traits.tex b/traits.tex index f6d07bd99c4b83ee75757608dab755695ba70c89..0ea2120ac91731bdc9b966b67bd3476bb157ccff 100644 --- a/traits.tex +++ b/traits.tex @@ -1,7 +1,7 @@ \chapter{Measurements} -Three kinds of \glspl{trait} make the game: \glspl{attribute} show general aptitude, \glspl{skill} show training, and Knacks show exceptional ability within a very narrow focus. -All other \glspl{trait} -- \glspl{hp}, combat abilities, movement rates -- come from these three. +Three kinds of \glspl{trait} describe every character in the game: \glspl{attribute} show general aptitude, \glspl{skill} show training, and Knacks show exceptional ability within a narrow focus. +All other \glspl{trait} -- \glspl{hp}, combat abilities, movement rates -- come from combinations of these three. \section{Attributes} \label{randomAttributes} @@ -40,7 +40,7 @@ These averages vary by race. Elves have a +1 penalty to Wits, so their `normal', is the equivalent of being notably sharp among other peoples. Meanwhile, humans (being the tallest of races) have a standard +1 Bonus to Strength, so what they call `normal', others call `giant'. -The monstrous predators of \gls{fenestra} often have Attributes which go beyond the numbers here -- there are no hard limits! +\Gls{fenestra}'s \glspl{monster} often have Attributes higher than this -- there are no hard limits! \subsection{Body Attributes} @@ -59,7 +59,7 @@ It is slightly less visible than the other Body Attributes, but others can still \subsubsection[Speed]{Speed \hint{velocity, tendons,~vim}} Speed represents a character's movement, how fast they attack, how often they can attack and how quickly they can run. -Since it allows characters to flee dangerous situations, a group can be held back by its slowest member. +Since it allows characters to flee dangerous situations, the slowest member of a group will hold the rest back. A low Speed Bonus in a weak person might simply represent small muscles, while a low Speed Bonus in someone with an excellent Strength Bonus might mean the character is particularly fat. Players can roll Speed in situations where a character's muscle-to-weight ratio are important, such as when climbing up a cliff or holding onto a ledge for a prolonged period of time. @@ -94,7 +94,7 @@ Charisma also covers characters' luck, and therefore some measure of their abili \begin{multicols}{2} \noindent -A character's Skills tell you what they do with most of their time. +A character's \glspl{skill} tell you what they do with most of their time. A high Survival rating means they talk about wild plants, and probably hunt or fish, and a high Academics score means they read a lot, and communicate with other Academics. \noindent @@ -111,7 +111,7 @@ A high Survival rating means they talk about wild plants, and probably hunt or f \end{boxtable} -Each Skill pairs up with different Attributes to show a multitude of different tasks. +Each \gls{skill} pairs up with different \glspl{attribute} to show a multitude of different tasks. A craftsman with great Dexterity may create beautiful and intricate items, but won't always craft with Speed, and if their Intelligence is poor, they may not be able to create new moulds well. Have a look at this talented member of the \gls{guard}: @@ -160,11 +160,11 @@ Each Skill determines a wealth of different abilities. gives her +3 when ingratiating herself with a new crowd. \end{description} -Many pairings of an Attribute plus Skill will not come up often, but you should think of each likely pairing as an individual talent. -For example, a character with a Bonus to Academics and Vigilance has individual Bonuses for \textit{forgery}, \textit{recall}, \textit{resisting enchantments}, \textit{storytelling}, \textit{keeping watch}, \textit{investigation}, and \textit{spotting illusions}. -It's only two Skills on the sheet, but that's seven different ratings the character has. +Many pairings of \pgls{attribute} plus \gls{skill} will not come up often, but you should think of each likely pairing as an individual talent. +For example, a character with a Bonus to Academics and Vigilance has individual task Bonuses for \textit{forgery}, \textit{recall}, \textit{resisting enchantments}, \textit{storytelling}, \textit{keeping watch}, \textit{investigation}, and \textit{spotting illusions}. +It's only two \glspl{skill} on the sheet, but that's seven different ratings the character has. -See the table \vpageref{skillChart} for examples of how to view Skills in multiple ways. +See the table \vpageref{skillChart} for examples of how to view \glspl{skill} in multiple ways. \bigSkillsTable @@ -421,12 +421,12 @@ It combines every practice where one handles the wilderness to make it into a to \item[\roll{Speed}{Cultivation}] to skin a corpse before rot sets in. \item[\roll{Intelligence}{Cultivation}] - to predict and understand \gls{fenestra}'s strange \glspl{cycle}. + to predict and remember \gls{fenestra}'s strange \glspl{cycle}, from \gls{cOne} to \gls{cSix}. \end{description} \begin{exampletext} ``It was three years ago, just by the next \gls{village}, ten brigands came out of the snow, all carrying hunting bows. - We were wounded from the \gls{basilisk} which we had fought just earlier that day, but we did not let our wounds show, and demanded that the brigands\ldots'' + We were wounded from \pgls{basilisk} which we had fought just earlier that day, but we did not let our wounds show, and demanded that the brigands\ldots'' ``During a snowstorm?'', one of the farmers asked. @@ -434,7 +434,7 @@ It combines every practice where one handles the wilderness to make it into a to ``It was a snowstorm'', the farmer insisted. - ``Just after the blue moon, you said it was. + ``Just after the eclipse, you said it was. Three days of snowstorm. Nobody was going anywhere, certainly not these `brigands', and the \gls{basilisk} you fought should have been hibernating.'' @@ -601,7 +601,7 @@ Medicine is a primitive but effective art, regrettably full of nonsense and supe A failed roll inflicts an additional \gls{hp} of Damage instead. \item[\roll{Intelligence}{Medicine}] covers making poisons, and figuring out which poison has affected someone. - See \autopageref{poison} for details. + Find the systems for poisons \vpageref{poison}. \item[\roll{Wits}{Medicine}] covers stopping someone bleeding out. See \autopageref{death} for more on this. @@ -617,7 +617,7 @@ Medicine is a primitive but effective art, regrettably full of nonsense and supe \subsection{Performance} -This skill covers acting, instruments, crowd control, and storytelling. +This \gls{skill} covers acting, instruments, crowd control, and storytelling. Those with Performance will pick up at least one instrument per level. \begin{description}