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Verified Commit 52afdb2f authored by Malin Freeborn's avatar Malin Freeborn
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group road rules

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......@@ -92,6 +92,9 @@ Despite gradual gradients, or sharp ups and downs, a good caver knows exactly ho
Rolling a tie might indicate knowing that one has descended or ascended, but with no idea how much.
\makeRule{detect_sloping}{Detect sloping passages}{Wits}{Caving}{10}
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.
\makeRule{detect_cavein}{Detecting tunnel weaknesses}{Intelligence}{Caving}{9}
Nobody survives long underground unless they can tell if the ceiling might collapse from heavy footfall.
\index{Spelunking!Note weak tunnel}
......@@ -148,7 +151,62 @@ A tie means they can see the danger coming, and choose to rest instead of taking
\subsection{Journeys Past the \Glsfmttext{edge}}
\makeRule{build_shelter}{Building a shelter}{Intelligence}{Wyldcrafting}{11}
Each point on the Margin allows an additional person to sleep inside the shelter.
A tie indicates that the shelter holds for \pgls{interval}, then collapses.
\makeRule{climbing}{Climbing}{Speed}{Athletics}{varies greatly}
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.
\makeRule{ford_river}{Fording a rapid river}{Strength}{Seafaring}{9}
Success gets you to the other side, and failure gets you washed downstream.
A tie gets you a bit of both.
\makeRule{gather_food}{Gathering Food}{Wits}{Wyldcrafting}{set by area}
Taking \pgls{interval} to forage
Groups can forage while on the road, but taking \pgls{restingaction} requires devoting \pgls{interval} to focussing on foraging.
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.
\index{Gathering Food}
\gatheringChart
\makeRule{navigate_land}{Navigating Land}{Intelligence}{Wyldcrafting}{by terrain type, Failure Margin adds 2 miles}
\index{Navigation}
\index{Marching}
\index{Travel!Navigation}
\begin{itemize}
\item
Mountains are \tn[8].
\item
Forests are \tn[11].
\item
Marshes are \tn[12].
\end{itemize}
\noindent
Each failure margin adds 2 miles to the journey time, so when trying to find a particular house somewhere in a forest, 10 miles away, the \gls{tn} would be 12.
If the roll is an 8, the actual journey would be 18 miles.
\makeRule{scout}{Scouting for an Enemy Camp}{Speed}{Vigilance}{9 plus the enemy's \roll{Wits}{Vigilance}}
A tie indicates someone spotted you before you got away.
Failure indicates not getting away.
\makeRule{start_fire}{Starting a Fire}{Intelligence}{Wyldcrafting}{10}
A little tinder-box will grant a +2 Bonus, and heavier boxes will allow reuse.
During the cold seasons, fire is a necessity to remove \glspl{ep} (mentioned \vpageref[above]{cold}).
\makeRule{tracking}{Tracking}{Wits}{Wyldcrafting}{12}\index{Tracking}
Excessive snow or rain means the \gls{tn} decreases by 2 due to mud or snow remembering every step.
However, it also increases the \gls{tn} by 2 each \gls{interval}.
Both the hunter and the hunted determine their rate of travel.
The hunter continues making rolls until they catch their quarry or lose them.
\makeRule{whittling}{Whittling Wood}{Dexterity}{Crafts}{10}
Characters can fashion anything with a cost of less than 10~\gls{cp} in less than a day, with only basic woodworking tools.
\subsection{News \& Information}
......@@ -177,15 +235,6 @@ Opening such a letter and resealing it properly requires an \roll{Intelligence}{
\makeRule{verify_rumours}{Verifying rumours}{Intelligence}{Empathy}{13}
This usually takes a long time, and is best suited to \gls{downtime}.
\subsection{Survival}
\makeRule{build_shelter}{Building a shelter}{Intelligence}{Wyldcrafting}{11}
Each point on the Margin allows an additional person to sleep inside the shelter.
A tie indicates that the shelter holds for \pgls{interval}, then collapses.
\makeRule{whittling}{Whittling Wood}{Dexterity}{Crafts}{10}
Characters can fashion anything with a cost of less than 10~\gls{cp} in less than a day, with only basic woodworking tools.
\subsection{Town Activities}
\makeRule{hookey}{Walking Through Town}{Wits}{Empathy}{depends on area, bonus for rank}
......@@ -283,36 +332,14 @@ This includes murder, crafting poisons, selling illegal items, et c.
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{Travel}
\subsection{Journeys by Road \& \Glsfmttext{village}}
\makeRule{area_knowledge}{Area knowledge}{Intelligence}{Academics}{set by area}
Cities are \tn[7], Towns are 9, and \glspl{village} are 13.
A successful roll indicates a working knowledge of the place.
\makeRule{ford_river}{Fording a rapid river}{Strength}{Seafaring}{9}
Success gets you to the other side, and failure gets you washed downstream.
A tie gets you a bit of both.
\makeRule{gather_food}{Gathering Food}{Wits}{Wyldcrafting}{set by area}
Taking \pgls{interval} to forage
Groups can forage while on the road, but taking \pgls{restingaction} requires devoting \pgls{interval} to focussing on foraging.
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.
\index{Gathering Food}
\gatheringChart
\makeRule{keep_watch}{Keeping watch over night}{Strength}{Vigilance}{7. 3 \glsfmtlongpl{ep} between watchers}
Success inflicts 3~\glspl{ep} on those staying up at night.
They may divide these \glspl{ep} in any way, so one person could keep watch all night and gain all 3, or the first watcher might gain 2~\glspl{ep}, and the second only 1.%
\footnote{\Glspl{gm} NB: you should take out three coins, each representing \pgls{ep}, and have the players take them.}
\makeRule{climbing}{Climbing}{Speed}{Athletics}{varies greatly}
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.
\makeRule{detect_sloping}{Detect sloping passages}{Wits}{Caving}{10}
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.
\makeRule{intimidation}{Intimidating someone into backing off}{Intelligence}{Deceit}{9 plus the enemy's \roll{Strength}{Deceit}}
\index{Intimidation}
\makeRule{mend_sail}{Mending a sail}{Dexterity}{Seafaring}{10}
......@@ -347,35 +374,13 @@ Despite their slow gait, they can out-pace almost anything in the long-term.%
\index{Snow}
During the colder seasons of \gls{Alassea} and \gls{Minquesta}, the frigid air inflicts 4~\glspl{ep} each \gls{interval}, or 2~\glspl{ep} for characters wearing warm clothing.
Characters can only rest with a fire, which may attract monsters (usually a 1 in 6 chance).
\makeRule{navigate_land}{Navigating on land}{Intelligence}{Wyldcrafting}{by terrain type, Failure Margin adds 2 miles}
\index{Navigation}
\index{Marching}
\index{Travel!Navigation}
\begin{itemize}
\item
Mountains are \tn[8].
\item
Forests are \tn[11].
\item
Marshes are \tn[12].
\end{itemize}
\noindent
Each failure margin adds 2 miles to the journey time, so when trying to find a particular house somewhere in a forest, 10 miles away, the \gls{tn} would be 12.
If the roll is an 8, the actual journey would be 18 miles.
Characters can only rest with a fire, which may attract monsters (usually a 1 in 6 chance per \gls{interval}).
\makeRule{navigate_ocean}{Navigation open oceans}{Intelligence}{Seafaring}{12}
Each Failure Margin puts the boat off course by 10 miles.
A tie indicates that the navigator knows to remain for a day, and make further observations, rather than push towards an uncertain direction.
\index{Sailing!Navigation}
\makeRule{start_fire}{Starting a Fire}{Intelligence}{Wyldcrafting}{10}
A little tinder-box will grant a +2 Bonus, and heavier boxes will allow reuse.
During the cold seasons, fire is a necessity to remove \glspl{ep} (mentioned \vpageref[above]{cold}).
\makeRule{swimming}{Swimming}{Speed}{Seafaring}{set by water speed}
The \gls{tn} depends on the water's speed -- large rivers might have a \gls{tn} of 8, while an open sea in a storm might be \gls{tn} 12.
......@@ -384,24 +389,6 @@ The \gls{tn} depends on the water's speed -- large rivers might have a \gls{tn}
Characters can swim 1~\gls{step} per \gls{ap} spent.
If they do nothing but swimming, they can add their Athletics Skill to the total at the end of the round.
\makeRule{tracking}{Tracking}{Wits}{Wyldcrafting}{12}\index{Tracking}
Excessive snow or rain means the \gls{tn} decreases by 2 due to mud or snow remembering every step.
However, it also increases the \gls{tn} by 2 each \gls{interval}.
Both the hunter and the hunted determine their rate of travel.
The hunter continues making roll until they catch their quarry or lose them.
\subsection{War \& Battery}
\makeRule{calm_animal}{Calm an animal}{Intelligence}{Wyldcrafting}{set by animal's \roll{Wits}{Brawl}}
\makeRule{intimidation}{Intimidating someone into backing off}{Intelligence}{Deceit}{9 plus the enemy's \roll{Strength}{Deceit}}
\index{Intimidation}
\makeRule{scout}{Scouting for an enemy camp}{Speed}{Vigilance}{9 plus the enemy's \roll{Wits}{Vigilance}}
A tie indicates someone spotted you before you got away.
Failure indicates not getting away.
\end{multicols}
\section{Standards}
......
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