diff --git a/appendix.tex b/appendix.tex index ecee69587ea123d4e6e9680bb61460555ecd6ec2..177929e53ff3912c34c3cdde20d5dc2816f99d41 100644 --- a/appendix.tex +++ b/appendix.tex @@ -9,8 +9,6 @@ \armourchart -\fatiguechart - \end{multicols} \chasechart diff --git a/charts.tex b/charts.tex index c8dc2c5524f2b23e744da94c5eab1c940a01c70d..db1a712e3e051c1cbf3d4ab78bc15d157115ed37 100644 --- a/charts.tex +++ b/charts.tex @@ -179,29 +179,6 @@ \end{boxtable} } -\newcommand{\fatiguechart}{ - - \begin{nametable}{\gls{fatigue} Chart} - \textbf{Action} & \textbf{\Glspl{fatigue}} \\\hline - - Armour & Wearing armour inflicts \glspl{fatigue} equal to the armour's \glsentryname{weight}. \\ - - Bleeding & 1 \gls{fatigue} per slashing damage which was not mitigated by armour. \\ - - Climbing & 1 \gls{fatigue} per step. \\ - - Fighting & Each round inflicts 1 \gls{fatigue}. \\ - - Holding Breath & 1 \gls{fatigue} per negative \glspl{ap}. \\ - - Marching & 1 \gls{fatigue} per mile. \index{Marching}\\ - - Starving & Each meal skipped inflicts 1 \gls{fatigue} plus half the character's Strength Bonus (rounded up). \\ - - Swimming & Each step swum inflicts 1 \gls{fatigue}. \\ - \end{nametable} - -} \newcommand{\chasechart}{ diff --git a/combat.tex b/combat.tex index 1f9253146177713cd98d2c869d782acd8c462447..81fb4dfee40dc02211b4c1c3c1c7658c87e654e6 100644 --- a/combat.tex +++ b/combat.tex @@ -390,23 +390,29 @@ Weapons which were never made to be thrown, such as swords, axes, or most knives \end{multicols} -\section{\glsentrylongpl{fp}}\label{fate_points}\index{Fate Points} +\section{\glsentrylongpl{fp}} +\label{fate_points} +\index{Fate Points} \begin{multicols}{2} \noindent - At this point you might be wondering how anyone is going to survive past their first battle. 6 or 7 \glspl{hp} is not a lot when the Damage is often $2D6$ or higher. -The mechanism which saves the plot-important character is \glsentryfullpl{fp}. -Every time someone would lose \glspl{hp}, the character marks off \gls{fp} instead and it is stipulated that the attack in fact misses, because the gods have fated this person to live another day. +\Glsentryfullpl{fp} provide a small safety-net to \glspl{pc}, at least for a little while. + +\input{config/rules/fate.tex} + +Being fated by the gods, the \glspl{pc} have some extra chances to live another day, so they begin each mission with their full allotment of \glspl{fp}. +And since the gods love some more than others, the Charisma Bonus modifies the total. + +\Glspl{npc} can also store \glspl{fp}, but (unlike the \glspl{pc}), they start with none. +However, if \pgls{npc} returns for another scene, they gain $1D6$ \glspl{fp} each time.% -Everyone in the world begins with 5 base \gls{fp}. -This is then modified by their Charisma Bonus, so someone with Charisma -2 starts with 3 \gls{fp}. -The difference between the \glspl{pc} and the \glspl{npc} is that \glspl{pc} start play with a full allotment of \gls{fp} at the beginning of each mission. -\Glspl{npc} start with none, but regain \glspl{fp} at the end of each interval as usual. -As a result, most \glspl{npc} effectively have 0 \gls{fp}. -The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied directly to \gls{npc} \glspl{hp}. +\Glsentrylongpl{fp} create a flow throughout the game's Damage, as \glspl{pc} can lose \glspl{fp} and \glspl{hp}, then regenerate their \glspl{fp}, and continue fighting with most of their effective `hit points' still available. +For example, someone with 7 \glspl{hp} and 7 \glspl{fp} would have a total of 14. +After a taxing battle, they might lose all \glspl{fp} and 4 \glspl{hp}. +But after some \glspl{interval} of rest, they regain all \glspl{fp}, leaving them with 7 again; this places the \gls{pc} 10 Damage away from defeat. \end{multicols} @@ -421,48 +427,40 @@ The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied dir Fighting, running and swimming can really take it out of you, especially when wearing heavy armour. Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective. -\begin{boxtable}[lllllllllX] - -\multicolumn{10}{l}{\Glsentrytext{hp}} \\ -\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ -\Square & \Square & \Square & \Square & \Square & \Square & \Square & \Square & \Square & \Square \\ -\multicolumn{10}{l}{\glspl{fatigue}} \\ -\XBox & \XBox & \Square & \Square & \Square & \Square & \Square & \Square & \Square & \Square \\ -\multicolumn{10}{l}{Penalty: 0} \\ - -\end{boxtable} - -Below the character's \gls{hp} bar are spaces for \glspl{fatigue} to be gained. -Once the character has more \glspl{fatigue} than their current \glspl{hp}, they take a -1 penalty for every \gls{fatigue} in excess of their \glspl{hp}. +\input{config/rules/fatigue.tex} +\Glspl{fp} might inflict penalties because the character has 6 \glspl{hp} but gains a total of 8 \glspl{fatigue}, which results in a -2 penalty to all actions. \begin{boxtable}[lllllllllX] -\multicolumn{10}{l}{\Glsentrytext{hp}} \\ -\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ -\Square & \Square & \Square & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square \\ -\multicolumn{10}{l}{\glspl{fatigue}} \\ -\XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square & \Square & \Square \\ -\multicolumn{10}{l}{Penalty: 1} \\ + \multicolumn{10}{l}{6/6 \Glsentrytext{hp}} \\ + \Repeat{6}{\statDot & } \Repeat{3}{\statCircle & } \statCircle + \\ + \Repeat{9}{\Square &} \Square + \\ + \multicolumn{10}{l}{\glspl{fatigue}} \\ + \Repeat{8}{\XBox &} \Square & \Square \\ + \multicolumn{10}{l}{Penalty: 2} \\ \end{boxtable} -This might happen because the character has, say, 6 \glspl{hp} but gains a total of 8 \glspl{fatigue}, and then gains a -2 penalty to all actions. But it might also occur because the character has 4 \glspl{fatigue} and then Damage reduces them to only 2 \glspl{hp}, leaving them with a -2 penalty to all actions yet again. \begin{boxtable}[lllllllllX] -\multicolumn{10}{l}{\Glsentrytext{hp}} \\ -\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\ -\Square & \Square & \XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square \\ -\multicolumn{10}{l}{\glspl{fatigue}} \\ -\XBox & \XBox & \XBox & \XBox & \XBox & \Square & \Square & \Square & \Square & \Square \\ -\multicolumn{10}{l}{Penalty: 3} \\ + \multicolumn{10}{l}{2/6 \Glsentrytext{hp}} \\ + \Repeat{6}{\statDot & } \Repeat{3}{\statCircle & } \statCircle + \\ + \Repeat{2}{\Square &} \Repeat{4}{\XBox &} \Repeat{3}{\Square &} \Square + \\ + \multicolumn{10}{l}{\glspl{fatigue}} \\ + \Repeat{4}{\XBox &} \Repeat{5}{\Square &} \Square \\ + \multicolumn{10}{l}{Penalty: 2} \\ \end{boxtable} Characters may reach a maximum penalty of -5 due to \glspl{fatigue}, after which they fall unconscious. -If the character is accruing \glspl{fatigue} from running or wrestling, they would normally simply pass out at this point, but if they are gaining \glspl{fatigue} swimming or bleeding, the character will almost certainly just die. +If the character is accruing \glspl{fatigue} from running or wrestling, they would normally simply pass out at this point, but if they are gaining \glspl{fatigue} swimming or climbing a cliff, the character will almost certainly just die. \Glspl{fatigue} cannot be mitigated with \gls{fp}. Characters who can luck their way out of being shot by arrows and roasted by dragons can quite easily be punched and dragged away, or collapse after a long run. @@ -477,33 +475,15 @@ However, players only apply them at the end of the interval. Running, fighting, and jumping generate a lot of adrenaline, which keeps any tiredness at bay while the action is on. The real danger in \glspl{fatigue} is persistent action, when characters have no chance to recover from a previous battle. -\subsubsection{The Skill Discount} - -Characters can use skills as a sort of `\gls{dr}' against \glspl{fatigue}. -3 \glspl{round} of combat inflicts 3 \glspl{fatigue}, but someone with Combat 1 can ignore 1 \gls{fatigue} which comes from fighting in the first round of combat.% -\footnote{Skills never help \glspl{fatigue} gained due to carrying heavy items.} -Athletics curbs \glspl{fatigue} accumulated through running, Wyldcrafting or Caving curbs \glspl{fatigue} gained through marching (depending upon the environment), and so on. - \subsubsection{Special Categories} -\Glspl{fatigue} can represent all manner of problems a character has -- not just tiredness. +\Glspl{fatigue} can represent all manner of problems a character has -- not just tiredness -- and some remain for longer than others. \paragraph{Poison} can become a nasty drag on a character, and a serious poisoning can prompt even the strongest fighter to return home. \paragraph{Starvation} is another special case. \glspl{fatigue} inflicted from starvation are marked with an `$S$', and each of these points only heal once the character has had a full meal. -\subsection{Healing Fatigue} -\index{Resting} - -When the party take any part of the day to rest, they can heal a number of \glspl{fatigue} equal to half their \textit{current} \glspl{hp}; so someone with 4 out of 8 \glspl{hp} would be able to recoup 2 \glspl{fatigue} by resting, either for a full night, or by taking some chunk of the afternoon to sit quietly.% -\footnote{The day is divided into four parts. See page \pageref{time}.} - -In most cases, \glspl{fatigue} will heal faster than they accumulate, so tiredness can be safely ignored while are in ideal circumstances. -However, persistent battles, sprints, and poisons can quickly incapacitate the most seasoned warriors. - -\fatiguechart - \end{multicols} \startcontents[Manoeuvres] diff --git a/config b/config index e3e38a2b84cc47534c12559fc7edd890e49e98e6..5777d89419510bbe3eab2352f13e30a7f73011c0 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit e3e38a2b84cc47534c12559fc7edd890e49e98e6 +Subproject commit 5777d89419510bbe3eab2352f13e30a7f73011c0 diff --git a/rules.tex b/rules.tex index c105286e41052096bfbfb51941ac04520798a74a..ea2d51b2842fccb9fc6b35379380b7a08c51019e 100644 --- a/rules.tex +++ b/rules.tex @@ -3,6 +3,16 @@ \settoggle{bestiarychapter}{true} +\section{Traits} + +\begin{multicols}{2} + +\input{config/rules/attributes.tex} + +\input{config/rules/skills.tex} + +\end{multicols} + \section{Basic Actions} \label{basicaction}