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Verified Commit 42f90870 authored by Malin Freeborn's avatar Malin Freeborn
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add field dressing

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......@@ -90,6 +90,21 @@ A tie indicates that the shelter holds for \pgls{interval}, then collapses.
Rolling a tie indicates that the climber knows they cannot make the climb, or at least fails on the first few holds.
Failure with a Margin of 1 gives the worst possible result -- the climber fails while near the top, while a larger failure Margin means they travelled less far before falling.
\makeAutoRule{dragBody}{Dragging Bodies}{only requires no Penalty beyond -4}
uses the standard \gls{weight} rules, but the character cannot drag anything while they have a Penalty above -4.
This Penalty may come from carrying something too heavy, or from wounds; any Penalty above the limit will stop them dragging anything heavy about.
Rope or other equipment might grant +1 to the effective Strength of the character for the purposes of pulling a massive item or beast.
And many characters can work together, each adding any amount to their total \gls{weight} carried.
\makeRule{fieldDress}{Field Dressing}{Dexterity}{Cultivation}{12}
lets the \gls{guard} keep slain \glspl{monster} in good condition, until they can sell them.
A knife cuts from arse to throat, organs are harvested, \glspl{ingredient} extracted, and the meat hung to dry.
The \gls{tn} raises by +2 in the hot seasons, and reduces by -2 while snow rests on the ground.
On a success, the process takes \pgls{interval}.
On a failure, any \glspl{ingredient} in the \gls{monster}'s body spoil, and the rest halves in value.
\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.
......@@ -144,13 +159,6 @@ Characters can fashion anything with a cost of less than 10~\gls{cp} in less tha
Cities are \tn[7], Towns are 9, and \glspl{village} are 13.
A successful roll indicates a working knowledge of the place.
\makeAutoRule{dragBody}{Dragging Bodies}{only requires no Penalty beyond -4}
uses the standard \gls{weight} rules, but the character cannot drag anything while they have a Penalty above -4.
This Penalty may come from carrying something too heavy, or from wounds; any Penalty above the limit will stop them dragging anything heavy about.
Rope or other equipment might grant +1 to the effective Strength of the character for the purposes of pulling a massive item or beast.
And many characters can work together, each adding any amount to their total \gls{weight} carried.
\makeRule{makeCamp}{Make Camp}{Intelligence}{Vigilance}{8}
starts with a safety check of the area, during daylight.
That secures enough space for people to wander a short distance to take a piss in the bushes, or just relax for a bit.
......@@ -178,7 +186,6 @@ inflict 2~\glspl{ep} every \gls{interval}, unless the character has extremely wa
Characters can only rest with a fire, which may attract \glspl{monster} (usually a 1 in 6 chance per \gls{interval}).
\pagebreak
\subsection{Journeys on Water}
\makeRule{mend_sail}{Mending a sail}{Dexterity}{Seafaring}{10}
......
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