diff --git a/systems.tex b/systems.tex index eeb0a266fd24dc535992a63d3acfdfad8d950d07..4b1bf8efae29ed941cf4b053a6814710f4981632 100644 --- a/systems.tex +++ b/systems.tex @@ -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}