diff --git a/appendix.tex b/appendix.tex index 841493cb835452193ef5e5faccd939f387071897..615c4da55eedb919e6745e5c2c28cf858c8ea190 100644 --- a/appendix.tex +++ b/appendix.tex @@ -218,7 +218,7 @@ Alternatively, the cast could create a \textit{Realistic Illusion} or himself as \subsection{Priest of \Glsentrytext{naturegod}} Priests of \Glsentrytext{naturegod} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift. -They begin play with Academics 1, Survival 1, Wyldcrafting 1, Combat 1, Aldaron 1, Polymorph 1, and 4 \glspl{mp}. +They begin play with Academics 1, Wyldcrafting 1, Combat 1, Aldaron 1, Polymorph 1, and 4 \glspl{mp}. Their starting equipment includes partial leather armour, camping equipment, a spear, a dagger, 50' of rope, and @@ -233,7 +233,7 @@ Their starting equipment includes partial leather armour, camping equipment, a s {0}}% CHARISMA {0}% DR {1}% COMBAT -{Academics~1, Athletics~1, Beast~Ken~1, Survival~1 +{Academics~1, Athletics~1, Caving 1, Wyldcrafting 1 \Path{Divinity}{\aldaron~1, \polymorph~1}}% SKILLS {\spear, \partialleather, dagger}% EQUIPMENT {} @@ -260,7 +260,7 @@ Water can be turned to slime or webbing, webs could be turned to water, and the {0}}% CHARISMA {0}% DR {1}% COMBAT -{Academics~1, Beast~Ken~2, Survival~1 +{Academics~1, Empathy~1, Wyldcrafting~1 \Path{Divinity (\gls{naturegod})}{\aldaron~2, \conjuration~1, \polymorph~3}}% SKILLS {\spear, \partialleather, dagger, 1 x adventuring equipment}% EQUIPMENT {\addtocounter{fp}{5}} @@ -458,7 +458,7 @@ Whether this comes through prayer or inborn abilities which develop over time, a {0}}% CHARISMA {0}% DR {2}% COMBAT -{Projectiles~1, Beast~Ken~1, Survival~1, Tactics~1 +{Projectiles~1, Wyldcrafting~1, Seafaring 1, Tactics~1 \Path{Blood}{\aldaron~2}\knacks{\mightydraw, \charge}}% SKILLS {\longsword, \partialchain, \bucklar, bow, 2 x adventuring equipment}% EQUIPMENT {\addtocounter{fp}{5}} diff --git a/cc.tex b/cc.tex index 10b37f09d6e39194573c6ddaf1d27ec2e3a45883..cbe1c06e11c178cbf734e47dc908bb80fc10e7ee 100644 --- a/cc.tex +++ b/cc.tex @@ -410,6 +410,13 @@ Larceny is generally mixed with Dexterity for everything for picking pockets to It might also be used with Wits to spot a rich pocket to pick, or with Charisma to dazzle someone with a magic trick. Characters attempting to spot slight of hand will use Wits + Vigilance. +\subsection{Seafaring} + +Sailors don't just sail, they typically know how to fish, coordinate reefs, work with others on larger boats, mend masts, sails and nets, and generally do a lot of sewing. + +Seafaring also allows characters to swim against strong currents, and hold their breath underwater for extended periods. +Seafaring pairs with Intelligence when planning a route, Strength when trying to control a sail in a storm, Dexterity when tacking, and Wits when reacting to a sudden change of weather. + \subsection{Stealth} This Skill can be paired with a variety of Attributes. diff --git a/codes.tex b/codes.tex index b60dda7edd69c6d35a5e6cdd4c18a458ac8c37f7..87fd585508c6d2311ed193bca4c37ff48e5e681c 100644 --- a/codes.tex +++ b/codes.tex @@ -308,7 +308,7 @@ The world is here to be lived, to be known, to be connected with. You want all t 1 & Hunting one's own food and dedicating it to \glsentrytext{naturegod}. \\ - 1 & Gaining a new level in the Survival Skill. \\ + 1 & Gaining a new level in the Caving, Seafaring, or Wyldcrafting Skills. \\ 3 & Building a shrine -- requires 3 days work and an Intelligence + Crafts action, \gls{tn} 8. \\ diff --git a/combat.tex b/combat.tex index d23cc3c10d88060c4735d23922362d970488a579..e5a4ddd4699fa569517ee5d471dadcd29bdef996 100644 --- a/combat.tex +++ b/combat.tex @@ -748,7 +748,7 @@ Armour also inflicts a number of \glspl{fatigue} equal to its \gls{weightrating} 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, Survival curbs \glspl{fatigue} gained through marching, and so on. +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} diff --git a/gm.tex b/gm.tex index a60f0dac35cea6717dae6dbce7db6c927a6fa256..2924ad5896c6b7ddcc9e88ff7fb5183cc8ae08aa 100644 --- a/gm.tex +++ b/gm.tex @@ -748,6 +748,28 @@ Therefore, rolling a 13 when trying to understand a talisman means one understan \paragraph{Planning the best climb up a mountain} -- Intelligence + Athletics. A successful roll can lower the TN for others scaling a mountain equal to a third of the roll's Margin. +\subsection{Caving} + +\paragraph{Excavation} -- Strength + Caving. +The \gls{tn} varies greatly, depending upon the type of rock. + +\paragraph{Black-Walking} -- Dexterity + Caving, \gls{tn} 8. +Despite every caver insisting on good supplies, even if they have a good store of alcohol to light smoke-free lamps, even the experts will wind up in the dark sometimes. +Those who know their environment have a knack for crawling efficiently, feeling the surroundings through their fingertips and beards, and remembering every passage they took in the light simply through the sounds of their own breathing echoing uniquely in every cavern-segment. + +\paragraph{Detect sloping passages} -- Wits + Caving. +Understanding what altitude one has reached immediately indicates whether there might be running water, what type of rocks and minerals compose the surroundings (and therefore the chance of a cave-in), and how far one has to go to the surface. + +Despite gradual gradients, or sharp ups and downs, a good caver knows exactly how far they sit from the surface at all times. + +\paragraph{Detecting Weakness} -- Intelligence + Caving, \gls{tn} 9. +Nobody survives long underground unless they can tell if the ceiling might collapse from heavy footfall. + +\paragraph{Placing Fires} -- Intelligence + Caving, \gls{tn} 8. +A fire in the wrong place underground can easily choke everyone around to death, or at least until they can't think properly. +Of course, this provides an excellent weapon of war if one can do it properly. +Light the wrong type of fire, and heavy smoke will fall down a tunnel instead of rising. + \subsection{Crafts} \paragraph{Breaking in a door} -- Strength + Crafts, \gls{tn} 10. @@ -797,6 +819,14 @@ Each margin cures 1 \glspl{fatigue} caused by poison by the end of the scene. \paragraph{Rap battle} -- Wits + Performance, vs opponent's Wits + Performance. +\subsection{Seafaring} + +\paragraph{Fording a rapid river} -- Strength + Seafaring, \gls{tn} 9. + +\paragraph{Mending a sail} -- Dexterity + Seafaring. + +\paragraph{Navigation by starlight} -- Intelligence + Seafaring, \gls{tn} 10. + \subsection{Stealth} \paragraph{Ambush} -- Intelligence + Stealth, TN 10 for villages, 12 for a town, and 8 for a forest. @@ -822,19 +852,33 @@ Each margin cures 1 \glspl{fatigue} caused by poison by the end of the scene. \end{figure*} +\subsection{Tactics} + +\paragraph{Planning an open battle} -- Intelligence + Tactics, TN 7 vs opponent's Wits + Tactics. + +\subsection{Vigilance} + +\paragraph{Keeping watch over the camp through the night} -- Strength + Vigilance, TN 7. + +\paragraph{Finding a small opening in the dark} -- Dexterity + Vigilance. + +\paragraph{Scouting the forest for an enemy camp nearby} -- Speed + Vigilance, TN 9. + +\paragraph{Finding a hidden message in a book} -- Intelligence + Vigilance TN 7, vs opponent's Intelligence + Academics. + \subsection{Wyldcrafting} -\paragraph{Building a shelter} -- Intelligence + Survival, TN 11. +\paragraph{Building a shelter} -- Intelligence + Wyldcrafting, TN 11. Each point on the Margin allows an additional person to sleep inside the shelter. \paragraph{Calm an animal} -- Intelligence + Wyldcrafting vs animal's Wits + Aggression. \index{Gathering Food}\index{Food} -\paragraph{Gathering Food} -- Wits + Survival. +\paragraph{Gathering Food} -- Wits + Wyldcrafting. Groups can forage while on the road, but taking a resting action requires devoting a full segment of the day to focussing on foraging (see page \pageref{daytimes}). Of course, these fast excursions from the path, to check out anything that happens to catch their eye, can lead to quick decisions, or even to encounters with wandering beasts. -\paragraph{Navigation} -- Intelligence + Survival. +\paragraph{Navigation} -- Intelligence + Wyldcrafting. \index{Navigation} \index{Marching} \label{marching} @@ -854,19 +898,7 @@ If the roll is an 8, the actual journey would be 18 miles. \paragraph{Taming a Horse} -- Intelligence + Wyldcrafting vs Horse's Wits + Aggression. -\subsection{Tactics} - -\paragraph{Planning an open battle} -- Intelligence + Tactics, TN 7 vs opponent's Wits + Tactics. - -\subsection{Vigilance} -\paragraph{Keeping watch over the camp through the night} -- Strength + Vigilance, TN 7. - -\paragraph{Finding a small opening in the dark} -- Dexterity + Vigilance. - -\paragraph{Scouting the forest for an enemy camp nearby} -- Speed + Vigilance, TN 9. - -\paragraph{Finding a hidden message in a book} -- Intelligence + Vigilance TN 7, vs opponent's Intelligence + Academics. \end{multicols} diff --git a/spheres.tex b/spheres.tex index 3683e2efc0dc60f206ab6b648eb3f040ad9d68f7..2e33614e3eb9b03ab9810c438f7d852b3253cb92 100644 --- a/spheres.tex +++ b/spheres.tex @@ -70,7 +70,7 @@ The \gls{gm} should add to the \gls{tn} to affect birds, insects and other non-m Forest Song replicates the first three levels of the Enchantment Sphere but the targets are beasts rather than people, the caster always uses the Empathy Skill. -\spell{Plantform}{Continuous}{Survival}{Change a plant's natural adult form}\\ +\spell{Plantform}{Continuous}{Wyldcrafting}{Change a plant's natural adult form}\\ Young plants have a natural destinty. With this spell, a plant's destined form can be changed. The caster needs to hold the spell until the plant has fully formed, which can stunt the caster's mana for a year or more. @@ -87,7 +87,7 @@ The caster has various options for how the spell grows the plants: They might grow into the form of a chair, or even a house if the spell is large enough. Anything is plausible if a plant could be carved into the right space. -\spell{Freezing Touch}{Continuous}{Survival}{Turn water to ice or freeze someone's body}\\ +\spell{Freezing Touch}{Continuous}{Caving/ Wyldcrafting}{Turn water to ice or freeze someone's body}\\ The mage can freeze solid any body of water, or even damage people by cooling their body. If cast on a person, they take \arabic{spelllevel} \glspl{fatigue} plus the caster's Intelligence Bonus.% @@ -105,7 +105,7 @@ If the caster can extend the range, then the spell can travel any distance, alth Elves often use a \textit{Colourful Plantform} to sculpt plants into unnatural forms, or to create temporary statues of other elves. }{} -\spell{Wind Blast}{Instant}{Survival}{Push enemies back, lowering their Initiative}\\ +\spell{Wind Blast}{Instant}{Seafaring}{Push enemies back, lowering their Initiative}\\ Wind blows from the mage, pushing the target back and distracting them. \iftoggle{verbose}{ The larger a target is, the harder it is to affect them. @@ -128,7 +128,7 @@ Anyone pushed back by the spell cannot take Quick Actions again, except Evasion, The mage begins to commune with the weather systems and influence how they go. They can even summon localised weather systems from the palm of a hand; mist, sunlight, wind and more are all possible. -\spell{Air Bubble}{Continuous}{Survival}{Ward off missiles or travel underwater in a protective bubble}\\ +\spell{Air Bubble}{Continuous}{Seafaring}{Ward off missiles or travel underwater in a protective bubble}\\ Weather-workers can summon an air bubble anywhere within range, with a diameter equal to \arabic{spelllevel} squares plus the caster's Wits Bonus. The air bubble can be used to walk underwater without getting wet (though drips through the bubble are common). It will remain despite any damage to its outer `wall' -- penetrating objects simply slip in and out seamlessly. All air bubbles must be summoned while on the land, taking it down below -- any bubbles which begin underwater will simply summon a bubble of stagnant water and will collapse under their own weight once brought onto the land. Air bubbles can also help stop invading winds, mists and such, but with such a limited range their usefulness is also limited. Any projectiles targeted at the airbubble lose a lot of their power -- arrows, and fireballs both become a little impotent when faced with it. @@ -152,7 +152,7 @@ If this leaves the target on 0 \gls{fp}, the target meets with an unfortunate ac The curse only lasts while it's maintained, and only takes effect in a natural environment where creatures roam -- not in towns or otherworldly environments. -\spell{Telos}{Instant}{Survival}{Make a plant grow to its adult form quickly}\\ +\spell{Telos}{Instant}{Wyldcrafting/ Caving/ Seafaring}{Make a plant grow to its adult form quickly}\\ The spell reaches out to any plant, dead or alive, and fast-travels it to its natural conclusion. Seeds grow into plants and blossom, plants grow tall, and older plants whither and die. @@ -242,7 +242,7 @@ Those with Perfect armour receive no Damage. Other varieties of the same spell might include summoning boiling water, or tiny flecks of lava. Alchemists think of each as individual spells, and divine casters may have a different prayer for each substance, but mechanically, they are all one spell. -\spell{Choking Fog}{Continuous}{Survival}{Create noxious gas which inflicts \glspl{fatigue}.}\\ +\spell{Choking Fog}{Continuous}{Wyldcrafting}{Create noxious gas which inflicts \glspl{fatigue}.}\\ deals a number of \glspl{fatigue} equal to the spell's level plus the caster's Intelligence Bonus. Anyone can avoid breathing in the fog if they were already Keeping Edgy. Targets receive the \glspl{fatigue} at the end of the round. @@ -250,9 +250,9 @@ Targets receive the \glspl{fatigue} at the end of the round. When cast as a normal spell, covering a single square, the spell won't find much use as a target can simply move away. It finds practical application once cast as a \textit{Massive Choking Fog}, so targets cannot easily flee. -\spell{Slime}{Continuous}{Survival}{Make any liquid into a slippery slime}\\ +\spell{Slime}{Continuous}{Seafaring}{Make any liquid into a slippery slime}\\ The caster turns any nearby liquid into a slippery slime. -Anyone running full speed across the area makes a Dexterity + Athletics roll, \gls{tn} 7 + the caster's Intelligence + Survival. +Anyone running full speed across the area makes a Dexterity + Athletics roll, \gls{tn} 7 + the caster's Intelligence + Seafaring. Anyone simply running (but not at full speed) gains a +2 bonus. Those who fail, fall over, becoming \textit{prone}.% \footnote{See page \pageref{prone} for falling prone.} @@ -261,16 +261,16 @@ Some kind of liquid must be in the right place for the spell to work. Casters acting quickly often carry their own water. Throwing water requires 8 initiative for using an item, as usual. -\spell{Purify Air}{Continuous}{Survival}{Clear air in a small area}\\ +\spell{Purify Air}{Continuous}{Seafaring}{Clear air in a small area}\\ Smoke, fog, or any other substance can be purified. The spell affects a single square by default. Casting this as a \textit{Wide} spell allows a larger area to be cleared. -\spell{Web}{Continuous}{Survival}{Turn a liquid into a sticky substance - targets roll to be free with Strength + Athletics vs the caster's Intelligence + Survival}\\ +\spell{Web}{Continuous}{Wyldcrafting}{Turn a liquid into a sticky substance - targets roll to be free with Strength + Athletics vs the caster's Intelligence + Wyldcrafting}\\ The caster turns any liquid into a vicious, sticky substance. Anyone coming into the liquid gets stuck, and needs to take a full movement action to try to get free. -Casters roll their Intelligence + Survival at a \gls{tn} of 7 + the target's Strength + Athletics. Alternatively, players can avoid being stuck in the web by rolling Strength + Athletics, at \gls{tn} 7 + the caster's Intelligence + Survival. +Casters roll their Intelligence + Wyldcrafting at a \gls{tn} of 7 + the target's Strength + Athletics. Alternatively, players can avoid being stuck in the web by rolling Strength + Athletics, at \gls{tn} 7 + the caster's Intelligence + Wyldcrafting. Anyone can attempt to break free instead of their usual movement action. @@ -343,7 +343,7 @@ The mage focusses on a dreaming target and perceives their dreams while interact Those inside a dream can use any spell, as long as their relevant Skill is equal to the level of sphere they want to employ, as if they were on the Path of Blood. \iftoggle{verbose}{% - For example, someone with Survival 1 can use Plantform from the Aldaron sphere (which is a level 1 spell, and uses the Survival Skill). + For example, someone with Wyldcrafting 1 can use Plantform from the Aldaron sphere (which is a level 1 spell, and uses the Wyldcrafting Skill). Someone with Empathy 2 could use the Enchantment spells \textit{Calm}, and \textit{Focus}, but not \textit{Sleep} (as this is a level 3 spell.) Spells which have variable Skills, such as \textit{illusion}, are generally available. @@ -866,7 +866,7 @@ When cast as a \textit{Wide} spell, a full group can lose the ability to communi \spelllevel -\spell{Light}{Continuous}{Survival}{Blind enemies and light the way}\\ +\spell{Light}{Continuous}{Academics}{Blind enemies and light the way}\\ \label{light} \iftoggle{verbose}{ @@ -882,7 +882,7 @@ The average human, having a Wits Bonus of -1, would be blinded for 1 round. The blindness can be automatically avoided by anyone who was Keeping Edgy (see page \pageref{edgy}), as quickly shielding one's eyes averts any damage. Undead are terrified of this light. -Those affected by the spell make a Wits + Aggression roll, \gls{tn} 7 plus the caster's Intelligence + Survival. +Those affected by the spell make a Wits + Aggression roll, \gls{tn} 7 plus the caster's Intelligence + Academics. \spell{Tendril}{Continuous}{Varies}{The caster summons a solid shadow}\\ The shadow summoned gain some limited solidity. @@ -922,7 +922,7 @@ Blast-radius spells such as a \textit{Wide Fireball} can inflict a Vitals Shot o \spelllevel -\spell{Extinguish}{Instant}{Survival}{Put out any light source}\\ +\spell{Extinguish}{Instant}{Wyldcrafting}{Put out any light source}\\ The mage focuses on any source of fire, and extinguishes it. Larger fires require a \textit{Wide Darkness} spell. @@ -1016,7 +1016,7 @@ Summoned ghouls with magic spheres can only use the Paths of Alchemy, Runes, or \end{exampletext} }{} -\spell{Preservation}{Instant}{Survival}{Slow the target's rot}\\ +\spell{Preservation}{Instant}{Wyldcrafting}{Slow the target's rot}\\ Trainee artists and necromancers have one thing in common -- fruit. Students of Necromancy often begin their journey by stopping food from degrading.