diff --git a/cc.tex b/cc.tex index 82e93d86c9f1c1450b6cf1a9c2c0da75e41e2976..7a195b3da934fb074220cc9b9f719e9aeb8c816d 100644 --- a/cc.tex +++ b/cc.tex @@ -5,13 +5,12 @@ \begin{multicols}{2} -\small \noindent -\iftoggle{verbose}{% -Over this chapter, you can learn to craft a \gls{pc}. -Grab $2D6$, roll a random race, and then all six Attributes. +\iftoggle{verbose}{ + Over this chapter, you can learn to craft a \gls{pc}. + Grab $2D6$, roll a random race, and then all six Attributes. -Once you think you know what kind of character lies on your character sheet, you can spend 50 \glspl{xp} and gain some Skills. + Once you think you know what kind of character lies on your character sheet, you can spend 50 \glspl{xp} and gain some Skills. }{}% Characters are defined by \glspl{trait}, and the two main types are \glspl{attribute} and \glspl{skill}. Attributes are innate \glspl{trait}, deeply tied to who the \gls{pc} is. @@ -327,6 +326,11 @@ This covers all manner of fancy movements, from somersaults and rolling to climb It might be paired with Dexterity when a character is attempting to roll under then leap over tables or otherwise navigate uneven terrain. For flat-out sprinting, the Speed Attribute is always preferred, while Strength is primary when characters want to throw cannon balls. +\iftoggle{aif}{ + Many of the longest-surviving \gls{guard} find this Skill invaluable. + Of course, nobody can hope to outrun a chitincrawler, but not being the slowest member of your group sorts most issues. +}{} + \subsection{Caving} Caving includes navigation, foraging, building basic structures, and some understanding of the typical plants and beast found within caves. @@ -340,7 +344,9 @@ building a fire inside to stay warm, or simply not inspecting a wall's integrity Cavers share a certain overlap with survivalists -- both know a lot about \iftoggle{aif}{% mushrooms, but the differences can still trip them up at times. }{ - woodspies, although they can behave so differently in the separate environments that they sometimes seem like different creatures. + woodspies, although they can behave so differently in the separate environments that they sometimes seem like different creatures. + + Specialized members of \gls{guard} often take this Skill, especially in the Shale, where so many nasty creatures retreat into caverns after stealing sheep. } }{} @@ -389,6 +395,21 @@ To craft an item used with another Skill, the crafter requires at least 1 level }{} Using moulds or other pre-set designing materials allows the character to perform the Craft roll as a \gls{restingaction} (see page \pageref{restingactions}) and may provide a bonus to the roll depending upon the quality of tools available. +\iftoggle{verbose}{ + \begin{figure*}[b] + \begin{boxtext}[title=Rolling with Bad Stats] + + If you find you've rolled up a particularly bad character, don't worry too much -- the \glspl{xp} players receive will even out differing character stats before long. + If that sounds a little suspicious, just keep your \glspl{xp} to yourself for a while -- remember that players, not characters, keep \glspl{xp}, so you can hold onto what you have earned, then introduce secondary characters with stories (see page \pageref{stories}). + If you end up with enough \glspl{xp} to improve your character to the point you're happy, then you can proceed. + If the poor stats mean your character dies a grizzly death in session 2, then no harm done -- just pull any character that the party has introduced already and add all the \glspl{xp} you've accumulated so far. + See page \pageref{pcdeath} for more information on \gls{pc} death. + + \end{boxtext} + \end{figure*} + +}{} + \subsection{Deceit} Someone proficient at deception can make others see white as black by sheer confidence. It is often paired with Charisma when creating such lies. At other times, when a quick excuse is needed after a character has been caught with their hand in someone else's pockets, the Wits Attribute can be used to get out of trouble. Complicated lies, having to do with a long series of events or where a character wants to make someone hopelessly confused about the situation, might use one's Intelligence Bonus. @@ -425,28 +446,16 @@ This skill covers every type of instrument, poetry and evocative storytelling. W This will often be paired with Charisma when a performer wants to give off an entertaining performance. More technical pieces might require Dexterity instead. Performers wanting to create new poems, songs or the like add their Intelligence Attribute instead. +\iftoggle{aif}{ + In recent years, \gls{king} has ensured tight control over public performances, and anyone criticising him faces a charge of treason. +}{} + \subsection{Larceny} Larceny is generally mixed with Dexterity for everything for picking pockets to juggling. 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. -\iftoggle{verbose}{ - \begin{figure*}[b] - \begin{boxtext}[title=Rolling with Bad Stats] - - If you find you've rolled up a particularly bad character, don't worry too much -- the \glspl{xp} players receive will even out differing character stats before long. - If that sounds a little suspicious, just keep your \glspl{xp} to yourself for a while -- remember that players, not characters, keep \glspl{xp}, so you can hold onto what you have earned, then introduce secondary characters with stories (see page \pageref{stories}). - If you end up with enough \glspl{xp} to improve your character to the point you're happy, then you can proceed. - If the poor stats mean your character dies a grizzly death in session 2, then no harm done -- just pull any character that the party has introduced already and add all the \glspl{xp} you've accumulated so far. - See page \pageref{pcdeath} for more information on \gls{pc} death. - - \end{boxtext} - \end{figure*} - -}{} - - \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. @@ -470,6 +479,11 @@ It can be used to understand why people are employing apparently odd battle-tact When going into combat, someone who has time to prepare for a battle by running through instructions with receptive troops gains a bonus to their Initiative equal to their Tactics Skill. This bonus only ever counts for the first \gls{round}. +\iftoggle{aif}{ + Good tactical knowledge can allow one to stay alive often longer than having an extra soldier in the team. + The beasts of Fenestra may be fierce, but if one understands how to approach, trap, and corner them properly, battles can become far more reliable than simply charging into battle, axe-swinging. +}{} + \subsection{Vigilance} This is the flip side of a number of Skill related to hiding one's doings or presence. diff --git a/codes.tex b/codes.tex index fc5c8c4889cbe4c83f816f1771b46eee9d8703dc..ed5d9c38183a7a931cf1c573c6895f7b5754d90d 100644 --- a/codes.tex +++ b/codes.tex @@ -114,6 +114,14 @@ Underneath the exterior love of wealth, those on the Code of Acquisition primari They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal. + +\subsection[\Glsentrytext{joygod} -- Goddess of Joy]{\Glsentrytext{joygod}} +\index{Gods!\Glsentrytext{joygod}} + +\noindent The goddess of joy delights in pranks and fun of all kinds. Her holy day is in the third season of the first cycle -- a cold time when people are in need of cheering up from the cold winds, when her followers stuff snow down people's back or balance ice-plates on the tops of doors to watch them fall on friends' heads. An eclipse marks the actual day every three cycles. + +Her temples are always full of home-brewed beer served by attractive men and women. Often such temples replace regular taverns. + \iftoggle{verbose}{}{ \begin{figure*}[b!] \begin{footnotesize} @@ -157,14 +165,6 @@ They have a deep sense of needing to be important in the eyes of others, and fin } - -\subsection[\Glsentrytext{joygod} -- Goddess of Joy]{\Glsentrytext{joygod}} -\index{Gods!\Glsentrytext{joygod}} - -\noindent The goddess of joy delights in pranks and fun of all kinds. Her holy day is in the third season of the first cycle -- a cold time when people are in need of cheering up from the cold winds, when her followers stuff snow down people's back or balance ice-plates on the tops of doors to watch them fall on friends' heads. An eclipse marks the actual day every three cycles. - -Her temples are always full of home-brewed beer served by attractive men and women. Often such temples replace regular taverns. - \subsubsection{Spheres} \noindent Priests of \Glsentrytext{joygod} have access to the illusion and Polymorph spheres. @@ -176,6 +176,18 @@ Their spells appear with a flash of rainbow colours, often accompanied by light, Their mana stone spells are activated by a command word. +\subsection{\Glsentrytext{knowledgegod} -- God of Illumination} +\index{Gods!\Glsentrytext{knowledgegod}} + +\noindent The god of light is popular among all the land, especially with scholars, as he is a god of knowledge. + +Followers of the god of light have access to the illusion and Force spheres. +His mana stones always contain the writings of famous works -- usually from the Holy Book of Light but potentially from any learned source. +The item in question must be at least as large as a sheet of paper -- commonly a book, potentially an armoured breast-plate but never a sword or rock. +His spells appear in a warm glow of light, illuminating an area with a glow the strength of a few candles brighter than the ambient lighting. +The mana stones of \Gls{knowledgegod} are always activated by a command word. + + \iftoggle{verbose}{}{ \begin{figure*}[t!] \begin{footnotesize} @@ -218,19 +230,10 @@ Their mana stone spells are activated by a command word. \end{figure*} } +\subsection{The Code of Experience} +\index{Code!Experience} - -\subsection{\Glsentrytext{knowledgegod} -- God of Illumination} -\index{Gods!\Glsentrytext{knowledgegod}} - -\noindent The god of light is popular among all the land, especially with scholars, as he is a god of knowledge. - -Followers of the god of light have access to the illusion and Force spheres. -His mana stones always contain the writings of famous works -- usually from the Holy Book of Light but potentially from any learned source. -The item in question must be at least as large as a sheet of paper -- commonly a book, potentially an armoured breast-plate but never a sword or rock. -His spells appear in a warm glow of light, illuminating an area with a glow the strength of a few candles brighter than the ambient lighting. -The mana stones of \Gls{knowledgegod} are always activated by a command word. - +The world is here to be lived, to be known, to be connected with. You want all the experiences -- unique experiences, sacred experiences, horrible experiences; it's all good. You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick. Elation and deep-rooted fear are equally valuable -- they are both life. You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people. \iftoggle{verbose}{}{ \begin{figure*}[t!] @@ -287,11 +290,6 @@ The mana stones of \Gls{knowledgegod} are always activated by a command word. } -\subsection{The Code of Experience} -\index{Code!Experience} - -The world is here to be lived, to be known, to be connected with. You want all the experiences -- unique experiences, sacred experiences, horrible experiences; it's all good. You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick. Elation and deep-rooted fear are equally valuable -- they are both life. You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people. - \subsection{\Glsentrytext{naturegod} -- Goddess of the Forest} \index{Gods!\Glsentrytext{naturegod}} diff --git a/combat.tex b/combat.tex index 13ec6cb4c516bf4c0d2e94b5a8547c63186595ed..25022efbbb1eb33ac8774b770e994900cfbf615b 100644 --- a/combat.tex +++ b/combat.tex @@ -230,22 +230,29 @@ Characters do not have many \glspl{hp} so losing even one is a serious matter. Characters heal a quarter their \gls{hp} each week, rounded up. Once someone receives a serious wound, it's a good time to call for \gls{downtime}. -\subsubsection{Death} +\subsubsection{Vitality \& Death} \index{Death} Once a \gls{pc} reaches 0 \gls{hp} they must make a \index{Vitality Check} Vitality Check in order to stay alive. -This is rolled at \gls{tn} 4 plus one for every negative \gls{hp} level.\iftoggle{verbose}{\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have. -Stronger characters already have more \gls{hp}, which has already kept them farther from death.}}{} -For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}. -That makes the \gls{tn} 7 for the Vitality Check. +This is rolled at \gls{tn} 4 plus one for every negative \gls{hp} level. +\iftoggle{verbose}% + {\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have. + Stronger characters already have more \gls{hp}, which has already kept them farther from death.} + For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}. + That makes the \gls{tn} 7 for the Vitality Check. +}{}% \glspl{npc} roll Vitality checks at a basic \gls{tn} of 7 instead of 4. A failed Vitality check means that the character is dead.% \iftoggle{verbose}{% -\footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.}% + \footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.}% }{% - The player must roll up a new character with either 50 \glspl{xp} or half the total \glspl{xp} of whichever party member has the most \glspl{xp}. + The player then selects one of the \glspl{npc} introduced through spending \glspl{storypoint} to play. + That second character begins with half the \glspl{xp} of whichever \gls{pc} in the group has accumulated the most total \glspl{xp}. + The player taking control of the \gls{npc} should spend any additional experience this grants immediately. + + If no such \gls{npc} exists, one should be introduced through \glspl{storypoint} at the next available opportunity. }% A successful one means that the character is unconscious for the remainder of the scene but alive. At the end of the scene they can make further Vitality Checks to see if they wake up. diff --git a/config b/config index 582786ecbec302a869eebef2abef637e6b6210ab..f8743953ae72fc077953469a68f6446dbd88e99f 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit 582786ecbec302a869eebef2abef637e6b6210ab +Subproject commit f8743953ae72fc077953469a68f6446dbd88e99f diff --git a/fenestra.tex b/fenestra.tex new file mode 100644 index 0000000000000000000000000000000000000000..2efc0a81a6729cba63e788eda2e40a4fd070b410 --- /dev/null +++ b/fenestra.tex @@ -0,0 +1,278 @@ +\chapter{Monsters \& Malthus} + +\begin{multicols}{2} + +\subsection{Walking with the \glsentrytext{guard}} + +\begin{exampletext} + + Welcome to the war for civilization. + We'll be going first, to the \gls{shatteredcastle}, then on to Arthur's Wing, then out to find out what destroyed Greenwall. + Don't look so worried -- there are eleven of us, and the barracks on the other side have crossbows. + +\end{exampletext} + +\subsubsection{\Gls{shatteredcastle}} +\index{The Shattered Castle} + +\begin{exampletext} + + This isn't a detour. + \Gls{shatteredcastle} just allows the best route to Mt Arthur. + You go in one end of it, and out you come in another land. + The traders will gladly pay in blood if they have to -- \gls{shatteredcastle} goes everywhere. + + This clever setup started by making an alchemical portal from the Rex's castle in the Shale to a hidden location in Whiteplains. + Then his other castle in Eastlake got a portal to the Whiteplains hub, and another, until all six castles were joined into one. + Each one sits in a different region -- the Pebble Islands, Quennome, Mount Arthur -- but the alchemical portals mean they are also one castle. + His castle surrounds Fenestra. + We've already passed through the Whiteplains central heart in one of those corridors. + Do you feel that cold? + Nobody knows exactly where his father hid the castle's heart, but we have -- without a doubt -- entered it; meaning we are now some hundreds of miles from where we once were. + + Follow the signs towards the portal leading to Mount Arthur. + It will appear as nothing more than a normal corridor to us, but when you feel the warmth, you will know we have reached Mount Arthur. + + We could be wandering through here a while, so do not become lost. + Other portals lead to other lands, such as Quennome, or the Pebble Islands. + I have heard that some lead to stranger lands in the world, where the trees grow upside down and gold grows out of the walls. + + \Gls{shatteredcastle} surrounds and joins Fenestra. + It ensures nobody challenges \gls{king}, as he can gather his army -- meaning us -- to any realm instantly. + I imagine nobody will challenge \gls{king} any time soon, given that he has outlawed the creation of alchemical portals, or any other portals for that matter. + So remember, if you ever witness illegal magics occurring, you must report it straight to me, or the nearest soldier. + + That smell of fish in the air\ldots probably leads off to the Pebbles islands. + We should turn left ahead to exit to Mount Arthur. + +\end{exampletext} + +\subsubsection{The Towns} + +\begin{exampletext} + + If you grew up in a quiet village on the edge of a small town, I suppose you've never seen a big city like Arthur's Wing before. + No monsters live in here, so everyone can rest easy, aside from the cutthroats and thieves, who of course have to worry about the likes of me dragging them into our merry little crew and our glorious mission. + Look at that pathetic beggar over there, asking for food. + He can clearly walk, but refuses to sign up with us and fight for the crown. + Remember that even if you get mauled by some creature in the forest, that still leaves an opening for your companions to get a hit against the beast that killed you. + Everyone dies a hero in the \gls{guard}. + + Most places just have a town master or city master, but being such a big place, Arthur's Wing has one of the seven \textit{area} masters. + If they ever give you an order, remember that they're in charge, unless \emph{I} give you different orders, because I am always in charge. + You can feel free to entirely ignore the demands from the guild masters, even if they happen to be priests. + + The various guild-temples obtained their monopolies long before the current Rex. + Laiqu\"e has always had a monopoly on farmers, and just about anything that grows, and the priests of V\'er\"e have always taken care of the court houses. + + Of course the towns, and even cities, have the \gls{guard} patrolling them with good reason. + Besides the cutthroats -- whom I regularly drag into the Guard -- cities can be attacked. + Sometimes a great, stinking, basilisk manages to get through the outer rings of villages. + Sometimes the nura overrun the landscape. + I became a captain fifteen years ago during a massive siege of ogres in another city. + They were still intelligent enough to construct basic ladders, and started coming over the walls. + We pulled in everyone we could from the villages outside, and eventually they starved, and we emerged to pick them off when they were weak. + + Let us get some rest. + We must leave for the forest at dawn. + +\end{exampletext} + +\subsubsection{Villages} + +\begin{exampletext} + + We will take the higher road so everyone can get a better look at the lands we came to protect. + Only a minority of villages look like the nice place you grew up in -- no walls, or patrols. + Look over at that island -- people live there for safety, then go over to work the fields during the day. + Creatures come out of the forest to take their animals, and then they shout and shoot crossbows. + I like the idea of living on the safety of a little island, but I do not think they can make it work -- just look at how few sheep they have left. + + In the distance, you can see a more practical -- and standard -- solution: walls. + Walls cannot provide much protection on their own, but when every able-bodied man in the village owns a bow, it adds up to a lot. + Whether a bear or a woodspy crawls up to that wall, a dozen men will ready within minutes to fend it off. + + Look up ahead -- a trader's caravan. + Shame it travels the other way. + Remember -- always travel with as many people as possible, the beasts could appear anywhere, especially the woodspies. + + I do not feel surprised you have never seen a woodspy -- they can change their skin to look like a tree, or grass. + You will find them by the cries of nearby animals, or during the dawn's light where they never seem to get their colouration on point. + The chitincrawlers instinctively stay in the shadows to hide their sable bodies. + Mostly they come out at night. + + Now if you ever smell a basilisk, just run for the nearest walled village, and ready the men. + You will know how they smell by the time one is half a mile away. + Once the archers have readied, you shoot until the basilisk runs. + Don't expect to kill one -- we can only hope to make the forest more hospitable than the sheep. + On the bright side, if you get eaten, a basilisk typically wanders away, sated by the meal. + Like I said, everyone dies a hero in the \gls{guard}. + + Most roads stay between villages, making them a little safer, but this road ahead stretches to the last village. + We'll be there soon, and we can start the report on what happened to it. + + When something destroys a village, you can usually get the report from those that flee. + Mostly it happens slowly. + A few too many young men die in something's jaws, and everyone has to relocate to nearby family, or the city, where we can give them a sword and put them to work taking back their lost holdout on the edge of civilization. + Sometimes monsters take too many animals -- a horde of chitincrawlers or a couple of basilisks come, and soon enough nobody has enough food for a cold season, and they relocate. + + We need to investigate this place personally, as there were no survivors -- not one returned. + The last group found the village empty, and tracks leading away. + It could be a small army wandering away, or perhaps the inhabitants themselves turned undead, or were enchanted by some black magic. + + There! You can see up ahead the archers' stations, fifteen in total. + The report missed that detail out. + This means that whatever attacked this place dealt with many archers who had a clear shot to whatever was below. + Look here at the ground -- you can already see dozens of marks in the earth where the arrows hit, but no arrows remain in the ground. + Someone pulled them out + + That makes another win for the forest, and another loss for civilization. + You can already see the grass growing inside. + The forest now considers this space her own, so we should sleep outside so we can see farther -- any number of creatures could have made their nests besides the dead hearths in here. + Even creatures not here now might return at night for a secluded area to sleep. + +\end{exampletext} + +\subsubsection{The Primordial Forest} + +\begin{exampletext} + + The forest wants to eat you. + If you do not want to be eaten, stay alert, but do not get too curious. + Every disgusting, and hungry creature you have ever heard of lives out here, and then some more. + Most of the world sits in darkness, just like this. + Most of the world lacks roads, beer, beds, and everything that makes life worth living. + For this reason, we exist, to push back the darkness, and make way for more civilization. + + On other trips, the \gls{guard} enter first, and clear a path for people to cut timber down, make walls, lay rocks for a road, and then begin houses inside. + In this way we civilize our world, but today we can only do damage control on what we have lost. + + On a more positive note, we will not have to worry about rations out here. + Fruit and vegetables, mushrooms and roots, and all manner of things grow out here. + So long as you see no snow, you can usually pick up what you need as you go. + + Unfortunately, this propensity for verdant growth makes the forests a standard place for lawless people to hide. + Black Magic sorcerers, bandits, heretics, and worse all live outside the law, and outside civilization. + Many die to a basilisk's bite within a month, but smarter groups can subside for years, or even decades, and we can only route them out by entering the forest and reading the tracks. + +\end{exampletext} + +\subsection{Circles of Civilization} + +While maps of Fenestra, made by men, focus on cities and villages, fields and coppiced trees; the truth is that the world is mostly made of dangerous terrain, running wild with dangerous creatures. + +\subsubsection{The Outer Darkness} + +Throughout most of Europe's history, we were the nastiest, scariest things around. +We could wander freely, and use the land as we saw fit. +We tamed forests by cutting down the under brush so we could hunt game more easily, and farm any land we could. +Fenestra, by comparison, sustains a much smaller population per square mile. +The continent remains wild, and only little blotches of civilization exist, with rare roads running between them. + +These regions of outer darkness, placed on maps using guesswork and rumours, form the larger part of the world. + +\subsubsection{Lonely Roads} + +Roads which lead from town to village, or between villages, provide easy walking for people and horses. +But the roads which connect two great cities by cutting through a large, wild, forest, present far more danger. + +Sometimes these lonely roads break. +Whenever people wander down one, they might not return. +However, if too many parties go down one but do not return, the people know that the lonely road has been closed. +Typically a road's closure is resolved by a band of armed warriors who go to clear and cleanse whatever lies on the road to eat people. +If they don't return, then the road lies closed for good, and people have to take another road to civilization, or forge a new one through the wild forest. + +\subsubsection{Chaos at the Edge of Civilization} + +Exactly what lies in wait for people outside the small civilized lands depends upon the area. +Mount Arthur has bears, giant arachnids, griffins and more. +The frozen Eastlake area in the North tends to have a lot of undead. +Quennome has every creature one can name, in addition to strange monsters which defy classification. + +Long roads, connecting different civilizations, wander through the forest for many miles. +These long roads are only taken by the suicidal, or by groups of armed men. +The exact number of soldiers depends upon the area, but typically six to twelve can keep themselves safe if they take turns at watch during the night. + +The forests hold so much edible material -- fruits, vegetables, roots, and game -- that people could live easily within them were it not for the creatures which hunt them. +For this reason, outlaws commonly make little liveable spots, either in a self-made shelter, an abandoned stone building in the forest, or anywhere else they can put up enough of a wall to stay safe. +In this way, any group can keep themselves fed until the food in the local area runs out, or until a cold season hits. +In general, such groups do not have the organizational skills to survive, so they either die one by one, as the forest eats them, or they turn to banditry, and someone comes for their heads. + +From the point of view of civilization, the greatest dangers come from any element which can organize the creatures of the forest. +Sometimes this is a necromancer, able to summon the dead, and intent on taking out villages. +At other times, an old elf has become irritated with humanity's encroachment on a nice forest, and decides to organize the creatures of the forest to attack, and trees to grow tall and reclaim the land. +These `forest masters', or `beast masters' pose such a danger that local lords must send specialized hunters after them. +Sometimes a full army will go, but smaller teams are often preferred. +When necromancers kill large armies, the lot can be turned undead, and when priests of the forest sing enchantment spells over a wide area, the extra numbers offered by an army do nothing to help the battle. + +\subsubsection{Villages \& Walls} + +Villages have numerous ways to stay safe, from staying on small islands to building massive wooden walls. +Many build massive moats around their lands to keep their animals safe, while others keep their animals in barns, and post watchmen with bows to guard them through the night. +Predatory creatures do not always come out during the night, but during the day people have less to fear because they can see danger a long way off, and fire arrows before it arrives. + +Villages almost universally cut down all vegetation in the area to give themselves better visibility. +Farther afield, villagers allow trees to grow so they can grow them into the correct shapes for quarterstaffs, or use them to make arrows. +Massive orchards can be left safely outside, as the animals of the forest already have plenty of fruits to eat. + +Villages typically surround a town in every direction, meaning that those close to a town or city can rest easy; +any creatures wandering from the forest will typically encounter trouble with those in the outer layers before getting anywhere near the inner circle. +Meanwhile, those poor villages in the outer circle can see a dark, primordial forest every day. + +If a village defends itself well, it can grow, and one day may create another village farther out, pushing further into the deep forest. +However, this push-and-pull game does not always go so well for people. +When a village has too many young archers die, or too many livestock stolen to feed itself properly, it can no longer defend itself, and the remaining inhabitants must flee to neighbouring villages, or into a town, where most will have to join the \gls{guard}. + +\paragraph{Dwarves} tend to live underground, with tight fortifications, and almost always maintain a direct, safe, tunnel to some nearby dwarvish city. + +Despite their relative safety, dwarvish parties must still venture out in order to hunt for more seams, or establish fertile mushroom gardens. + +\paragraph{Elves} build small villages almost exclusively. +Each one needs only one or two powerful spellcasters and the rest can remain safe. +The exact magics employed vary from village to village, but they might include a spellcaster who can sense any nearby dangers and incinerate them, or someone who can bless all other villagers with luck when they leave. + +\paragraph{Gnomes} tend towards hidden villages, but a few cities remain within Fenestra. +They rely extensively on traps both underground and above ground. + +\paragraph{Gnolls} keep plenty of fierce guard dogs around their area to alert them to wandering monsters. +Every gnoll in a village knows they must run and hunt at the first sign of danger. +Gnolls welcome such incursions more than any other race, as they enjoy meats of any creature. + +\subsubsection{Towns, Guilds \& Temples} +\label{guilds} + +Within every town in Fenestra, divine monopolies are officially enforced. +People must seek legal rulings in a temple of V\'{e}r\"{e}, swords are only sold from the temples of Ohta, and every tavern, at least in some official sense, is a temple to Alass\"{e}. + +\paragraph{Alass\"{e}} governs `the ale guild', and all manner of taverns. Officially, all taverns are temples to Alass\"{e}. + +\paragraph{C\'{a}l\"{e}'s} temples doubles as paper-producing guilds, and provided all townmasters and areamasters with seneschals to count up the lord's holdings and due taxes. +Many are now being replaced with the \gls{king}'s own accountants. + +\paragraph{Laiqu\"{e}} was at one point in charge of grain supply and various tasks related to farming. +The temple have since abandoned all such activities, and mostly abandoned any buildings they once held in towns. +The priesthood have stated their intention to work purely on theological matters; as a result they hold the highest portion of efficacious miracle workers. + +\paragraph{Ohta} rules over warfare and many call the temple `the Sword Guild', as it has exclusive jurisdiction over the sale of all weapons. + +\paragraph{Qualm\"{e}} does not deal with much beside funerals, and once dealt with death-payments, made when a murderer must make pay the expected value of the victim to the victim's family. +These services were not popular, and death-payments were soon taken over by the Verean temples. +After that, the church had borrowed too much so the temples were sold or abandoned. +A few remote priests decided to pass into undeath and remain in their abandoned monasteries in a sad, robotic, and bitter state. + +\paragraph{V\'{e}r\"{e}} has become central figure of `the Justice Guild'. +People approach the temples of V\'{e}r\"{e} for marriages, court rulings, and to make public business deals. + +\subsubsection{\Gls{shatteredcastle}} + +\Gls{king} rules the land completely from every area at once, with the single exception of Liberty. +Not long ago, these lands had separate rulers, and in those times each lord of a land -- large or small -- created a personal militia to deal with problems. +Nowadays, all personal armies have been made illegal. +People may hold weapons, but nobody may have a standing army. + +In place of the local militias, \gls{king} has created the \gls{guard} to look after the realm. +Anyone unable to find proper work, goes to work in the \gls{guard}. + +\end{multicols} + + diff --git a/gm.tex b/gm.tex index d4233657cca10880c3deb35cbd1bc2eba46b41a9..36131efec523767b0e92eb682d8b5a05d0ae1abf 100644 --- a/gm.tex +++ b/gm.tex @@ -28,6 +28,10 @@ The character sheets contain a large space in the middle where players can add b Coins can even be used to keep track of \gls{fp} and \glspl{fatigue} as they change so often. It'll help cut down on wear to the character sheet. +\subsection{Read Two Days Ahead} + +Always read two sessions ahead, because you never know when players will throw you a curve-ball and kill the evil baron, or just ignore your plot-hook. + \subsection{Tracking Information} Print out the \gls{gm} sheet at the end of the book for a little help handling all the information you'll need to keep track of during a campaign. @@ -81,19 +85,21 @@ So professionals can expect to reliably reach a \gls{tn} of 11 or 12, or more wi And if the average professional would struggle with a task, throw them a \gls{tn} of 14! -\paragraph{The dice tell the story}, so if you ever start to panic, have the players make a roll, state any \glsentrylong{tn}, and explain the result. +\paragraph{The dice tell the story,} but only with interpretation. A crappy roll to open a door suggests the massive door has wedged properly shut. A fantastic roll to talk to the local lord might indicate he has family in that character's home village. -Explaining results can come easier than making them up. +Explaining results can come easier than making them up whole-cloth. -If you interpret the dice rolls as just how well a character has performed that day, a lot of the system will stop making sense. +If you interpret the dice rolls as just how well a character has performed that day, a lot of the system will stop making sense; when one \gls{pc} fails to convince the town master to fund their adventure, another steps in to `try their luck'. +But if the players understand that the town master's raging toothache has put him in a foul mood, the rest should understand that the result (or at least the roll) will remain no matter who tries to speak with him. +This leaves room for some other \gls{pc}, with better stats, to succeed in the mission (they might succeed on the roll of a `7'), but does not encourage a ring of players rolling dice like a bunch of bored gamblers. \subsubsection{Let Players `Ruin' the Adventure} Encounters don't have to play through like you think they will. -If the players flood a dungeon, cast a fireball at the king, or raise their Aldaron and Wyldcrafting so high that every wild animal encounter turns into a pet in a growing army, take a break, re-examine the situation, and go from there. +If the players flood a dungeon, cast a fireball at the king, or raise their Aldaron and Wyldcrafting so high that every wild animal encounter turns into a pet in a growing army, take a breath, re-examine the situation, and go from there. -Perhaps the dungeon has a high-point which isn't flooded, or perhaps it's flooded forever, and nobody will see that treasure again. +Perhaps the dungeon has a high-point inside which isn't flooded, which at least saves that part of the dungeon; or perhaps it's flooded forever, and nobody will see that treasure again. Perhaps the party have to become outlaws, and every future adventure has to take this into account. And even if all those pets feel enamoured with the caster, they don't need to like each other -- maybe they start to fight, or try to kill the other party members, but only when they fall down, wounded and weak! @@ -101,7 +107,6 @@ And even if all those pets feel enamoured with the caster, they don't need to li The most interesting \gls{downtime} happens when you skip it, and find out the details later. Don't ask the players what their characters want to do, just jump straight to the next scene, a month, or even years later. -Short \glspl{downtime} should pepper a campaign to allow breathers. \sidebox{ \begin{itemize} @@ -277,6 +282,7 @@ Almost any friendly people travelling in the same direction as they party will \end{multicols} \section{Side Quests}\label{sidequests} +\index{Side Quests} \begin{multicols}{2} @@ -472,6 +478,10 @@ Breaking things up like this allows different smaller plots to meld into one. Perhaps characters go looking for the bandit alchemist immediately, and find some other encounter in the forests. And maybe when the bandit spy joins the party, he'll end up in an unrelated encounter where the party find themselves trapped in a giant web, and he takes the opportunity to finish them off. +\iftoggle{aif}{ + See \textit{Adventures in Fenestra}, \autoref{sideQuestIntro}, for a full campaign, built on weaving Side Quests together. +}{} + \end{multicols} \section{The Undead} @@ -708,14 +718,22 @@ If the \glspl{pc} start to lose \glspl{hp} and don't realise how serious this si \label{pcdeath} \index{Death} -Don't fear \gls{pc} death (or \gls{npc} death for that matter). +\iftoggle{aif}{ + Players who want their characters to survive should retire them. + After all, few of the active Night Guard survive for long. +}{ + Players should see their character's death as normal, and even likely. +} Character creation should be relatively easy, and no main plot-line should rely on a particular character. -If a \gls{pc} dies, the player should be slotted into the adventure at the next available opportunity as a known \gls{npc} from one of the \glspl{storypoint}. -This character is introduced as per the story \nameref{oldnpc} (see page \pageref{oldnpc}), so they will begin with half the total \glspl{xp} of whichever party member has the highest \glspl{xp} total (minimum 50). +Once death has come, the player should select a character from the existing pool of \glspl{npc} brought into the world with the story, \nameref{oldnpc} (see page \pageref{oldnpc}). +Any \gls{npc} should be allowed, just as long as they might plausibly arrive in the current area within a scene or two, and have some plausible motivation to join the party. + +This \gls{npc}'s minimum starting \glspl{xp} is equal to half the \glspl{xp} of whichever \gls{pc} has the highest total \glspl{xp}, or 50 \glspl{xp} (whichever is greater). +The player taking on the new character must spend this additional \glspl{xp} immediately. If no \glspl{npc} have been established, anyone in the part can establish one immediately. -If none of the party have any \glspl{storypoint} left, the new character is established for free, with the same rules as if a \gls{storypoint} had been spent. +If none of the party have any \glspl{storypoint} left, the new character begins with 2 fewer \glspl{storypoint}. Players, rather than characters, keep their unspent \glspl{xp}, so any time a character dies, any unspent \glspl{xp} should be immediately given to the new character. \Glspl{xp} received from spending \glspl{storypoint} do not reset, so if the old character had spent 4 \glspl{storypoint}, the new one would not receive any more \glspl{xp} from \glspl{storypoint} until they had spent 4. @@ -725,34 +743,6 @@ In this way, the entire group should have a constant maximum number of points th If a \gls{pc} is totally out of commission, with 1 \gls{hp} left, 4 \glspl{fatigue} from being bled dry, and an inexplicable curse, consider letting them play an \gls{npc} and letting them keep all \glspl{xp} gained during this time. -\subsection{\Glsentrytext{pc} Creation} - -For a slightly more even spread of pluses and minuses across the party, consider rolling Attributes in pairs when making a character. - -As you roll up Strength, you might select Intelligence as its opposite, and any gains in one become losses in the other. - - \begin{rollchart} - - Result & Attribute Bonus \\\hline - - 2 & Strength -3, Intelligence +3 \\ - - 3 & Strength -2, Intelligence +2 \\ - - 4-5 & Strength -1, Intelligence +1 \\ - - 6-8 & Strength 0, Intelligence 0 \\ - - 9-10 & Strength +1, Intelligence -1 \\ - - 11 & Strength +2, Intelligence -2 \\ - - 12 & Strength +3, Intelligence -3 \\ - - \end{rollchart} - -For each Attribute you roll, you can select any as its opposite before rolling. - \end{multicols} \section{Skill Use Cases} @@ -819,9 +809,53 @@ It also requires a single level of the Combat Skill. \paragraph{Creating a weapon mould} -- Intelligence + Crafts, TN equals 7 plus 2 for every Initiative Bonus the weapon grants. +\subsection{Empathy} + +\paragraph{Judging services} -- Wits + Empathy, \gls{tn} 9. +\footnote{See page \pageref{servicse} for more on purchasing services.} + +It's never easy knowing whom to hire. +Every time someone hires someone as part of a service, they should make a roll. + +Humans are notoriously bad at this, and are known for hiring the first person they meet in a bar. + +Failing the roll means that the \gls{pc} has hired someone useless. +Perhaps they want to work with you because they have no idea how bad they are at their job, or perhaps they simply want to rip you off by taking a guess at the best route and hoping for the best. +The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret. + +Given the stakes, people mostly try to hire others based on previous experience. +To automatically succeed and hire someone competent, a player needs only to spend a \gls{storypoint}. + +\paragraph{Requesting dangerous jobs} -- Charisma + Empathy. + +\sidebox{ + \begin{boxtable}[lc] + + Location & Base \glsentrytext{tn} \\\hline + + City & 9 \\ + + Town & 11 \\ + + Village & 14 \\ + + \end{boxtable} +} + +Thieves, brigands, and \iftoggle{aif}{illegal}{} adventurers cannot work with just anyone who wanders up to ask for `one poison arrow, my good man'. +Dangerous jobs require a level of trust. +Charismatic characters who show care and understanding stand a much better chance of hiring help. + +Any attempt to hire services which put someone in danger should require a roll (see page \pageref{services}). +This includes murder, crafting poisons, selling illegal items, et c. + +As above, players can spend \glspl{storypoint} to automatically gain such a contact, and once someone works for the players with one job, they can work in another. +Working well with someone means that someone can gain a good local reputation (perhaps just among mercenaries, dodgy apothecaries, or librarians), while returning from a job with a missing man means a mark on the \gls{pc}'s reputation. + \subsection{Deceit} \paragraph{Intimidating someone into backing off} -- Strength + Deceit vs the target's Strength + Empathy. +\index{Intimidation} \paragraph{Quick thinking lies} -- Wits + Deceit, TN 10. @@ -830,6 +864,7 @@ It also requires a single level of the Combat Skill. \subsection{Medicine} \paragraph{Crafting a poison} -- Intelligence + Medicine, TN 4. +\label{poison}\index{Poisons} Each Margin inflicts 1 \gls{fatigue} on the target by the end of the scene. @@ -860,6 +895,7 @@ 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} +\index{Sailing} \paragraph{Fording a rapid river} -- Strength + Seafaring, \gls{tn} 9. @@ -870,6 +906,7 @@ Each margin cures 1 \glspl{fatigue} caused by poison by the end of the scene. \subsection{Stealth} \paragraph{Ambush} -- Intelligence + Stealth, TN 10 for villages, 12 for a town, and 8 for a forest. +\index{Ambushes} \paragraph{Finding a hiding spot} -- Wits + Stealth. @@ -938,8 +975,6 @@ If the roll is an 8, the actual journey would be 18 miles. \paragraph{Taming a Horse} -- Intelligence + Wyldcrafting vs Horse's Wits + Aggression. - - \end{multicols} \section{Magic} @@ -962,13 +997,19 @@ People who exist `in the game', know full well that different paths of magic can \subsection{Which Things are Things?} We know that enchantment spells target people, but others spells don't have such clear boundaries. -Conjuration spells cannot transform a person's head without the rest -- whole people only. -\Glspl{miracleworker} cannot cast an illusion over a window; a spell must target the entire house or nothing. +Players will inevitably ask if they can turn someone's blood into webbing with Conjuration, or target someone's left foot with a \textit{Sickness} spell. + +As a general rule, spells target whole entities only. +Conjuration spells cannot transform a person's head without the rest -- whole people only. +Fate spells do not detect just someone's fate with water-related events -- the entire tapestry of someone's future reveals, or nothing. Whenever boundaries become unclear, think of a word for the largest continuous object. Houses make a town, but they have breaks between them. A wall, on the other hand, cannot gain the Mage Armour spell unless the entire wall receives it. +Illusion spells may appear to make exceptions to this rule, but in truth all illusions are shadows. +They do not \emph{target} someone's head, but create a shadow around their head. + \subsection{Magical Items} \noindent diff --git a/intro.tex b/intro.tex index b91414e6a89f42b335a92d7cfc4f29745222f4fe..61c7d4c1fd4448c3682ad771a8660130356f7e8c 100644 --- a/intro.tex +++ b/intro.tex @@ -108,7 +108,9 @@ for the fiery polymorph image, D\'{o}nal Emerson, Christopher Taylor, June Strang, Necro (Bojan), Jigzo, Nibbly, Reavy, Aleksej, Mihailo, and Proxy; -also thanks to Ari-Matti Piippo and \href{https://www.twitter.com/AliceICecile}{Alice I. Cecile} for their insightful comments, + +\subsubsection*{Others} +Thanks to Ari-Matti Piippo and \href{https://www.twitter.com/AliceICecile}{Alice I. Cecile} for their insightful comments, and Florent Rougon for inspiration on the box-lines code. \iftoggle{verbose}{% diff --git a/knacks.tex b/knacks.tex index 0879c4396aa3643afe96f587248d9156fd18b202..97308d46c2c532044fae8ac66b271087c3c50b8c 100644 --- a/knacks.tex +++ b/knacks.tex @@ -222,7 +222,7 @@ Your battle cries and demeanour are particularly fearsome. Enemies receive a -2 \subsubsection{Alchemist} -\paragraph{Spheres}: Conjuration, Invocation, Force, Illusion +\paragraph{Spheres:} Conjuration, Invocation, Force, Illusion \noindent The alchemist learns magic through rote repetition and formulae which are usually be invoked through precise hand-gestures and mystical words which are attuned to the background harmonics of the universe. Alchemy was invented by the gnomes but has since become popular with various upper-class humans. This is the typical magic of a standard town wizard. Alchemy requires one slot of Academics in order to be learnt. @@ -235,7 +235,7 @@ They only receive new levels during \gls{downtime}. \subsubsection{Blood Caster} -\textbf{Spheres}: Aldaron, Enchantment, Force, Invocation, Polymorph +\textbf{Spheres:} Aldaron, Enchantment, Force, Invocation, Polymorph \iftoggle{verbose}{% \noindent Certain races, such as elves and dragons, are naturally magical and can learn forms of innate magic. Some humans with a touch of elven (or even draconic) blood have been known to walk the Path of Blood. @@ -254,7 +254,7 @@ They only receive new levels during \gls{downtime}. \subsubsection{Divine Caster} -\paragraph{Spheres}: +\paragraph{Spheres:} Aldaron, Fate, and two from the deity's schools of choice. \noindent The character is devoted to a god and studies with priests in how to unlock the magic of the deity. The character's god will determine their additional spheres of magic and their appearance. @@ -280,7 +280,7 @@ A first level sphere requires only earning 1 \gls{xp}, a second level spell requ \subsubsection{Rune Caster} \index{Runes} -\paragraph{Spheres}: Conjuration, Fate, Force, Illusion, Necromancy +\paragraph{Spheres:} Conjuration, Fate, Force, Illusion, Necromancy Dwarves are skilled in the art of summoning magics through carving elaborate runes. Typically they are chiselled, but it is possible to simply `paint a spell' onto a surface. @@ -329,7 +329,7 @@ Standard spell casting can be completed in one round less than usual. First level spells still require a full round to cast. \subsubsection{Song Caster} -\paragraph{Spheres}: Aldaron, Enchantment, Fate, Illusion +\paragraph{Spheres:} Aldaron, Enchantment, Fate, Illusion The character has learnt the magic of song. They can sing illusions into existence, inspire people with great tales and enchant people with a lute. Any instrument, song or performance suffices for casting a spell so long as it is appropriate -- a flute is not usually a good way to magically make people scared. diff --git a/main.tex b/main.tex index 41a0fa8afb512d01e30c6484edf6490ba1ed213a..4f2c09d0925fdc373e8504d78ce78dc543737e92 100644 --- a/main.tex +++ b/main.tex @@ -18,6 +18,10 @@ Keywords={TTRPG,RPG,roleplaying} \externalReferent{aif} +\iftoggle{aif}{ + \input{../aif/glossary.tex} +}{} + \begin{document} \pagenumbering{gobble} @@ -34,6 +38,10 @@ Keywords={TTRPG,RPG,roleplaying} \mainmatter +\iftoggle{aif}{ + \include{fenestra.tex} +}{} + \include{cc.tex} \include{rules.tex} diff --git a/races.tex b/races.tex index 7d7bad8a79e9fc0011a7128baabd2e2bcfc935df..d83ae88af37dc7b2056bf160c14288e19500315c 100644 --- a/races.tex +++ b/races.tex @@ -37,6 +37,25 @@ Dwarven commerce is based upon copper, bronze (worth 2 cp), \index{Electrum}elec Each citadel has its own coinage and even some towns make their own pieces, each with runic carvings quoting their matriarch or boasting about their acidic jelly gardens. The exchange rates are ever shifting and far too complicated for most outsiders to keep up with but generally speaking a dwarvish copper piece will be worth 2 human copper pieces and can buy dwarvish equipment at normal prices. +\subsection{Warfare} + +Dwarves fight with spears, swords, and smoke. + +When defending a large entrance, dwarves set themselves up with crossbows, then hand the crossbows back. +Others behind them reload the crossbows in a production line, then hand it back. +\iftoggle{aif}{ + While rudimentary crossbow-string might be made from watchers' tendrils,% + \footnote{See page \pageref{watcher} in \textit{Adventures in Fenestra}.} + the best comes from goblin or deer intestines. + Dwarves can construct the rest of the item from wood or umberhulk chitin. +}{} + +When narrower tunnels eventually demand toe-to-toe combat, dwarves always fight with spears or swords (which humans irritatingly refer to as `short swords'). +They bring all the nastiest, burnable material they can to a battlefield, such as specially dried mushrooms, or wood, and lay it around the start of a narrow tunnel where they intend to fight. +They stab a little with their spears, then retreat while lighting the fires underneath them. + +Dwarves often wet their beards before battle, to protect them from flames. + \subsection{Racial Ability: Tenacity} Dwarves are bred on the most acrid substances -- they eat tough, deep mushrooms and occasionally munch on acidic jellies (after thoroughly cooking them). @@ -105,6 +124,15 @@ Elves also trade in songs. The value of the songs changes as each person might share or refuse to share it. Cheap songs are simple melodies while more expensive ones are mana stones for the path of song (see page \pageref{song}) and may even allow the \gls{miracleworker} to cast spells. +\subsection{Warfare} + +Elves don't like to be rushed, so when surprise battles come, they flee wherever possible, then reconsider their options at length. + +As a society of specialists, most elven settlements will only have a few people with martial knowledge, such as a \gls{miracleworker} with Invocation, a couple of archers, or some with Aldaron, capable of summoning massive animals to attack the enemy. + +When on the attack, elves prefer guerilla warfare, sneaking out to set fire to buildings, or ruin crops. +Those with Aldaron magic often encourage massive amounts of plant growth in an area, covering a field in thorny bushes, or even blocking site. + \subsection{Racial Ability: Thermal Resistance} Elves are creatures of the natural world -- they are in tune with the rhythms of the forests and planes and never harmed by them. @@ -112,7 +140,16 @@ Elves are immune to \glspl{fatigue} from natural heat levels -- they can sleep o Additionally, they do not sleep but instead require only four hours' meditation per day. During these times, elves relive their old memories as a way of hanging onto the very old ones so as to not forget who they are. -\subsection{Racial Ability: Longevity} +\subsection{Racial Trait: Old Soul} + +Long years passing before one has grown up often mean any contacts the elf once had have already died. +Their habit of `going on a wander' (for a few decades) leave them with nearly no living contacts. + +As a result, elven characters must spend all of their \glspl{storypoint} before character creation. +Effectively, they receive additional 15 \glspl{xp}, but must mark off all \glspl{storypoint}. +Of course, if the group receive additional \glspl{storypoint} during \gls{downtime}, they gain and spend these extra \glspl{storypoint} as usual. + +\subsection{Racial Trait: Longevity} Elves age but not because they are degrading, rather because they are changing. Over the years they become progressively more fay looking and alien. @@ -176,6 +213,13 @@ A particularly striking bauble will catch their eyes easily but coins hold littl They breed especially large dogs, not dissimilar to wolves, which can fetch high prices when sold to hunters, though most consider them too wild and violent to keep in a family home. Many a gnoll encampment is half composed of these dogs, which aid them in hunting as well as occasionally joining them in warfare. +\subsection{Warfare} + +Gnolls almost universally employ guerilla tactics, appearing just before first light with as many spears as they can carry, and torches. +The first wave runs around a settlement, burning all they can, while the second wave waits for people to run out so they can throw their spears. + +Massive castle walls daunt gnolls deeply, so they prefer not to attack large civilizations, but if they must do so then they always focus on attacking supply lines, while moving in small groups around the area, encircling it with tiny groups. + \subsection{Racial Ability: Animal Instinct} Gnolls are naturally aggressive creatures. @@ -210,6 +254,14 @@ The gnomish language is rather similar to dwarvish but can change almost as quic Upon greeting each other, gnomes do not give their names but ask for one -- customarily each person a gnome meets will have one name for them, and a group name will soon emerge for each different social circle. This causes no end of confusion when people ask a gnome what their name is, and the gnome takes this as a sign of an unimaginative companion, before giving the new friend a name without asking what they would like to be called. +\subsection{Warfare} + +When gnomes can flee, they do so, but otherwise nobody knows what they might do ahead of time. +They dislike repeated tactics or methods. +They prefer doing something unpredictable, to a solid strategy, especially if a tried and tested method has little chance of success for their current situation. + +Whatever they do, it will be detail-oriented, relying on the type of leather an enemy wears, or how much grip their boots have, or which tunnels the gnomes can squeeze into which others can't. + \subsection{Commerce} Gnomes trade with a complicated arrangement of other race's coinage, promises, secrets, precious gemstones and paper. This paper money has its own value system which shifts depending upon who wrote the promised note and how well they have been trading recently. When dealing with other races, they try to find something of the native coinage, so as not to confuse the poor big people. @@ -253,6 +305,12 @@ The exact type of coin never matters -- humans will trade with anything. Humans' massive feet and their habit of following each other creates massive roads. Additionally, they trade live animals more often than hunted game, which creates more roads as cows, sheep, and goats trample down every possible route between human settlements. +\subsection{Warfare} +Humans always rely on numbers in battle. +Coupled with their incredible size, they make a formidable force without much need for additional tactics. + +Due to their slow minds, humans typically use simplified signals for battles, such as trumpets or flags, which can signal where everyone is meant to go. + \subsection{Racial Ability: Long March} Humans have great stamina when it comes to movement. diff --git a/rules.tex b/rules.tex index bb9f3cad972e73c1833f9b1ae8471499f5b8f95d..1f07a31becc71092e50dce5828cff67818d23859 100644 --- a/rules.tex +++ b/rules.tex @@ -563,11 +563,25 @@ They can, however, drag items with up to a \gls{weightrating} of up to 10 points \begin{tcolorbox}[tabularx={XX},title=Services,bottom=10pt,left=3pt,right=3pt,code={\rowcolors{2}{}{gray!10}}] - \textbf{Sellsword} & 10sp/ day \\\hline + \textbf{Apothacary} & 1sp / level of Intelligence + Medicine \\\hline - Opponent & \gls{xp}$^3$ sp \\ + Poison cure & 1sp \\ - Illegal Murder & 10sp \\\hline + Poison & 4sp \\\hline + + \textbf{Fence} & \\\hline + + Common item & 20\% of the item's total value \\ + + Identifiable valuables & 40\% of the item's total value \\ + + Magical item & Varies considerably, 50\% chance the item is refused \\\hline + + \textbf{Boat Trip} & \\\hline + + Popular trading route & $2D6-2$\gls{sp} (reroll each day) \\ + + Standard stream & $3D6$\gls{cp} \\\hline \textbf{Guide} & 150 cp/ day \\\hline @@ -575,6 +589,16 @@ They can, however, drag items with up to a \gls{weightrating} of up to 10 points Uncharted area & 50cp \\\hline + \textbf{Hospitality} & \\\hline + + Public House & 0cp \\ + + Barn with breakfast & 10cp \\ + + City Inn & 40cp \\ + + Fancy Room & 1sp \\\hline + \textbf{Minstrel} & 15 cp/ performance \\\hline Large audience & 500cp \\ @@ -585,21 +609,17 @@ They can, however, drag items with up to a \gls{weightrating} of up to 10 points Illegal song & 5sp \\\hline - \textbf{Tracker} & 5 sp/ day \\\hline - - Dangerous area & 2sp \\ - - Uncharted area & 4sp \\\hline + \textbf{Sellsword} & 10sp/ day \\\hline - \textbf{Hospitality} & \\\hline + Opponent & \gls{xp}$^3$ sp \\ - Public House & 0cp \\ + Illegal Murder & 10sp \\\hline - Barn with breakfast & 3cp \\ + \textbf{Tracker} & 5 sp/ day \\\hline - City Inn & 30cp \\ + Dangerous area & 2sp \\ - Fancy Room & 1sp \\ + Uncharted area & 4sp \\\hline \end{tcolorbox} } @@ -700,12 +720,23 @@ $7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}. }{} \subsection{Services} +\label{services} Money can buy you more than things. In fact, for the right money in a large city, characters can buy a full entourage. Villages, however, will not admit of the same opportunities. The costs above show the starting price for a few services, plus additional fees for the details. For example, hiring a guide for an uncharted and dangerous area for 5 days would cost 800 \glspl{cp}. +\iftoggle{aif}{ + The \gls{guard} regularly form an exception to these service charges, as people expect them to work wherever \gls{king} sends them, so they regularly undercharge or simply refuse to work. +}{} + +Hiring someone generally requires a Wits + Empathy roll, \gls{tn} 7, to determine their capability. +Failure means that this person is useless. +Perhaps they want to work with you because they have no idea how bad they are at their job, or perhaps they simply want to rip you off. + +The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret. + \end{multicols} \section{Time \& Space} diff --git a/spheres.tex b/spheres.tex index 0884efa221529c078134efa483c4e546cc9c71ba..2f560b19a1a9f72ed37d037db9f6adac436b1823 100644 --- a/spheres.tex +++ b/spheres.tex @@ -585,6 +585,7 @@ Characters who continue to cast Auguary receive the same answer each time until Nobody with this power ever says ``you cannot change your fate''. Changing your fate is the entire point of this spell. Besides, if the spell ever appears to go wrong, the local priests will explain that it actually predicted events correctly. It was simply your knowledge of the spell that -- somehow or other -- altered what would otherwise have been a fine prediction. +\index{Fate Points} \spell{Blessing}{Instant}{Empathy}{Target regains $1D6 + Int$ \glspl{fp}}\\ The priest blesses the target with the favour of the gods. The target `heals' or regenerates $1D6$ \gls{fp} plus the priest's Intelligence Bonus. This cannot take the target above their maximum \gls{fp} score. @@ -652,6 +653,7 @@ The spell must be cast within the same scene as the target lost their last \gls{ If cast on a member of the undead, the target loses $2D6$ \gls{hp} plus the caster's Intelligence Bonus. No roll is made, and no protection can be given from \glspl{fp} or \glspl{SP}. +\index{Mana Lakes} \spell{Mana Lake}{Continuous}{Empathy}{Create a font of mana}\\ The priest spends a \gls{storypoint} to sanctify an area, creating a mana lake. Forever afterwards, the area spills out mana to be absorbed by anyone nearby with empty mana slots. @@ -659,6 +661,7 @@ The caster rolls at \gls{tn} 12. Each Margin on the roll means one \glsentrylong{mp} is generated each round, so achieving a `14' on the roll would produce 2 \gls{mp} each round. A failed roll indicates this spot cannot produce mana, and the character may not attempt the spell again during this session. +The \gls{storypoint} remains unspent, with no \glspl{xp} earned. \end{multicols} @@ -1067,6 +1070,7 @@ Powerful Necromancers have the terrifying ability to pull someone's soul out wit Even those who survive suffer a nasty sickness, often accompanied by pale, necrotic lines racing across their skin. }{}% +\label{necroticSickness} The spell inflicts Damage directly to the target's \glspl{hp}. \Glsentrylongpl{fp} and \glsentrylongpl{SP} can be bypassed entirely. The spell inflicts 1 Damage, plus the caster's Intelligence Bonus. diff --git a/stories.tex b/stories.tex index 651c5283a7f629ead0a916fca9f1dd3974c889ee..d885db2cb637a26fc92e8e886c7726434bfeab0c 100644 --- a/stories.tex +++ b/stories.tex @@ -132,11 +132,18 @@ However, if you have never wanted for Craft ability then you could declare that \iftoggle{verbose}{ \begin{itemize} - \item You're not one to boss others about, but now you need a plan you may as well pull out the training your brothers taught you about how to set an ambush, and how to wait patiently. - You buy the first level of the Tactics Skill. - \item Despite your bad manners, you have learnt to read in the thieves' guild some time ago. - You used to use this skill to make forgeries, but there's nothing in principle stopping you from reading a book. - You buy the first level of the Academics Skill. + \item + \iftoggle{aif}{ + While working as one of the \gls{guard} in the Pebbles islands, you got your sea-legs. + Swimming through this underground lake shouldn't be a problem. + }{ + You're not one to boss others about, but now you need a plan you may as well pull out the training your brothers taught you about how to set an ambush, and how to wait patiently. + You buy the first level of the Tactics Skill. + \item + Despite your bad manners, you have learnt to read in the thieves' guild some time ago. + You used to use this skill to make forgeries, but there's nothing in principle stopping you from reading a book. + You buy the first level of the Academics Skill. + } \item Protecting your siblings from griffin attacks on multiple occasions gave you all the knowledge you need to defend them. You reveal you have the Knack `Guardian'. \end{itemize} @@ -162,13 +169,22 @@ The \gls{storypoint} can be spent after a roll has failed. \iftoggle{verbose}{% \begin{itemize} - \item The party want to know how the magical item works. + \item + The party want to know how the magical item works. You've failed the roll, but then remember you've seen this magical item in your mother's book collection. She had extensive shelves full of bizarre tomes, and all the leafing through those tomes finally paid off. - \item While nobody knows where they are, you suddenly remember your uncle's maps. - They were always plastered all over the walls, and you used to imagine walking in those locations. - \item It was unclear if the noble was telling the truth, but you recognise the dyes on his tunic; they come only from the Shale, which can only mean one thing\ldots - \end{itemize} + \iftoggle{aif}{ + \item + Once, in the \gls{shatteredcastle}, you overheard two guards talking with each other about a door in the hub. + You know it's in Whiteplains somewhere, and their talk of elves gave you a rough idea of the location. + \item + It was unclear if the noble was telling the truth, but you recognise the dyes on his tunic; they come only from the Shale, which can only mean one thing\ldots + \end{itemize} + }{ + \item + The party have you idea where they are, but you suddenly remember your uncle's maps. + They were always plastered all over the walls, and you used to imagine walking in those distant lands. + } }{} \story{1}{The Special Item} @@ -184,7 +200,7 @@ You may reveal you have any piece of \gls{adventuringequipment} (see page \pager \end{itemize} }{} -\story{1}{Shared Stories} +\story{1}{My Brother} \label{sharedstories}% At the point a new character joins the group you can select one other player and have a shared background with them (or with another, if your character is new). You describe how you previously met and possibly adventured together. @@ -196,15 +212,17 @@ If you are both friends with a skilled armourer, they will only be able to repai \iftoggle{verbose}{% \begin{itemize} - \item When the game starts, you pick another character as a cousin. + \item + When the game starts, you pick another character as a cousin. When you declare you know elvish, the other character does as well. Soon after, you both decide to return home, and get a royal welcome from the entire village. - \item Your character may have died, but the next one can at least be related to the group. - One character has spent the entire campaign complaining about his ex-wife, and why he had to leave home to adventure. - You decide to return as the ex-wife, who's also been pushed into adventuring due to poverty. + \item + When a fellow \gls{pc} dies, someone needs to introduce a new character for them to return as. + You spend 2 \glspl{storypoint}, as per \nameref{oldFriend}, and declare him your brother. \end{itemize} }{} +\index{Mana Lakes} \story{1}{The Mana Lake} You know of a sacred location nearby, perhaps a church, or a shrine or just a sacred cavern where the land is teeming with magic. In this sacred area, anyone stepping into it receives 1 \gls{mp} per \gls{round}. @@ -222,6 +240,7 @@ The place will not necessarily help you hide or defend yourself unless you are a }{} \story{1-3}{The Old Friend} +\label{oldFriend} You know someone in town who has just the skills you are all looking for. The player can make this character themselves, just like a normal character, however, buying martial abilities. @@ -274,7 +293,6 @@ The total amount obtained is $2D6 \times 10$ gold pieces.% \end{multicols} -\iftoggle{verbose}{ \iftoggle{aif}{ \section{The Call to Adventure} @@ -285,18 +303,14 @@ Just because characters can begin as blank slates doesn't mean the story can. A If the \gls{gm} has no definitive plans laid out for the campaign, players should suggest a good starting point. -\subsection{The Night Guard} +\subsection{The \Glsentrytext{guard}} -The world of Fenestra doesn't have many wars or diseases, but it never becomes overpopulated. The reason is simple: monsters. There are giant arachnids in the forests, basilisks which belch poison and steal cattle, and the occasional dragon. If someone can't find a useful way to employ themselves, the Night Guard awaits. +Adventuring may have been outlawed years ago, but you can still join the \gls{guard}! +This kind of campaign mean taking orders, getting missions, and rising through the ranks. -The majority of the Night Guard have boring, thankless jobs such as guarding cattle, patrolling for goblins, and occasionally clearing an area where suspected monsters guard territory. -A few go onto more dangerous jobs such as hunting ogres, tracking down criminal gangs, or espionage. +The party will have to decide how much looted wealth to report to their superiors, and which of their peers they can trust. -Some rare few have been known to strike deals with dragons to leave an area, or assassinate rogue alchemists who are powerful enough to keep themselves free from the reaches of any magical guild. - -In general, the more dangerous and skilful the job, the higher the pay, so most of the Night Guard try not to do too well at their job. -They train in archery well, take a pay cut in return for having more members in their group, and make sure nobody volunteers them for anything interesting. -Of course, a lot of the jobs one takes depends more upon a captain of the Guard than the grunts. +Think of the \gls{guard} as the default campaign within Fenestra, and take a look at \autoref{guard} for ideas on the various missions the \glspl{pc} can expect. \subsection{The Illusionists of the Shale} @@ -331,4 +345,3 @@ By the time they arrive, they will able to pick a side. \end{multicols} }{} -}{}