diff --git a/systems.tex b/systems.tex index edd577670ca2f14fdd48a347a86e181d66c4e5cd..e126cc01c57b60b33377e9f120ee62cb48c8dd8c 100644 --- a/systems.tex +++ b/systems.tex @@ -59,6 +59,7 @@ The parts cost an additional 50\%, and the crafter must have both the Combat and Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1. \makeRule{make_song}{Composing a new song}{Intelligence}{Performance}{10} +This won't let the character perform the song -- just compose, and possibly explain it. \makeRule{tame_horse}{Taming a Horse}{Intelligence}{Wyldcrafting}{depends on Horse's \roll{Wits}{Brawl}} @@ -68,7 +69,6 @@ Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1. See also, verifying rumours, \vpageref{verify_rumours}. \makeRule{identify_talisman}{Identifying a \glsfmttext{talisman}}{Intelligence}{Academics}{12, then 14} - Magical items do not darken people's doors often, but once they do, you had best get some educated advice. The initial roll tells someone how to activate \pgls{talisman}, and which Spheres created it (ties only tell the Spheres). A second roll, at \tn[14], is required to know what the \gls{talisman} does (ties indicate something about what it does), but not the full picture. @@ -99,13 +99,11 @@ Those who know their environment have a knack for crawling efficiently, feeling \index{Spelunking!Black Walking} \makeRule{build_shelter}{Building a shelter}{Intelligence}{Wyldcrafting}{11} - Each point on the Margin allows an additional person to sleep inside the shelter. A tie indicates that the shelter holds for a few hours, then collapses. \makeRule{cure_poison}{Curing a poison}{Wits}{Medicine}{10, each margin cures 1 \glsfmttext{fatigue}} - Each Margin cures 1 \glspl{fatigue} caused by poison by the end of the \gls{interval}. Of course if the roll fails, each Failure Margin \emph{inflicts} \pgls{fatigue}. @@ -253,6 +251,8 @@ Cities are \tn[7], Towns are 9, and \glspl{village} are 13. A successful roll indicates a working knowledge of the place. \makeRule{ford_river}{Fording a rapid river}{Strength}{Seafaring}{9} +Success gets you to the other side, and failure gets you washed downstream. +A tie gets you a bit of both. \makeRule{gather_food}{Gathering Food}{Wits}{Wyldcrafting}{set by area} @@ -342,7 +342,7 @@ If they do nothing but swimming, they can add their Athletics Skill to the total \paragraph{Intimidating someone into backing off} -- \roll{Strength}{Deceit} vs the target's \roll{Strength}{Empathy}. \index{Intimidation} -\makeRule{scout}{Scouting the forest for an enemy camp nearby}{Speed}{Vigilance}{9 plus the enemy's \roll{Wits}{Vigilance}} +\makeRule{scout}{Scouting for an enemy camp}{Speed}{Vigilance}{9 plus the enemy's \roll{Wits}{Vigilance}} A tie indicates someone spotted you before you got away. Failure indicates not getting away.