diff --git a/systems.tex b/systems.tex index 2f6d15abdf0550efdb3aeb740eb5164610840732..f345e8d2d9b28995eb8cee1f2c85986bccd61d60 100644 --- a/systems.tex +++ b/systems.tex @@ -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}