diff --git a/systems.tex b/systems.tex index caa6723f82889a1e203b8880918e479c3478680e..e84c9ae7b9b1a82df19aac31dd17a21cf7834f1f 100644 --- a/systems.tex +++ b/systems.tex @@ -8,73 +8,6 @@ \togglefalse{examplecharacter} -\subsection{\Glsfmttext{downtime} Activities} -\label{downtimeActions} - -\makeRule{poison}{Brewing a poison}{Intelligence}{Medicine}{4} -\index{Poisons} - -Basic poisons inflict 2~\glspl{ep} over the course of \pgls{interval}, then stop. -People can notice a poison by smell or taste before they drink it, by rolling \roll{Wits}{Vigilance} (\tn[7]). -Poisons lose their potence over time -- the \gls{ep} loss suffered reduces by to half of what it was each week. - -The standard roll begins at \tn[7]. -The caster can add any of the following boons to the poison. -However, each boon increases the \gls{tn} by 1. - -\begin{itemize} - \item - Inflict \pgls{ep} more per \pgls{interval}. - \item - Increase the number of \glspl{interval} the poison will work for. - \item - Increase the \gls{tn} to notice the poison. - \item - Increase the shelf-life of the poison by a week. -\end{itemize} - -A poison worthy of \gls{abderian} might inflict 4~\glspl{ep} each \gls{interval}, for 3~\glspl{interval}, and require a \roll{Wits}{Vigilance} roll at \tn[10] but this would raise the \gls{tn} from 7 to 14. - -A tie indicates that the poison loses the first boon its creator gave it, and each Failure Margin takes another. -When no boons are left, the poison does nothing but smell bad. - -\makeRule{sword_crafting}{Crafting a sword}{Strength}{Crafts}{15} - -This requires equipment, such as moulds, and a long night. -It also requires a single level of the Combat Skill. - -A tie indicates a completed sword, but a shattered mould. - -\makeRule{make_mould}{Creating a weapon mould}{Intelligence}{Crafts}{11} -A weapon mould grants a +2 Bonus to weapon-crafting rolls. -Most metallurgists cannot form weapons without one. - -\makeRule{make_armour}{Creating silent plate armour}{Intelligence}{Crafts}{16} -Creating silent plate requires planning from the outset -- existing armour cannot be properly modified. -The parts cost an additional 50\%, and the crafter must have both the Combat and Stealth Skills at level 1. - -Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1. - -\makeRule{make_song}{Composing a new song}{Intelligence}{Performance}{10} -This won't let the character perform the song -- just compose, and possibly explain it. - -\makeRule{tame_horse}{Taming a Horse}{Intelligence}{Wyldcrafting}{depends on Horse's \roll{Wits}{Brawl}} -Wild horses still run wild in \gls{fenestra}, but catching one without injuring it is difficult, and getting it comfortable with people takes upwards of months. -But if you have more time than money, then it's time well spent. - -\iftoggle{stories}{ - \makeRule{make_spell}{Composing a Spell}{Intelligence}{Sphere}{10 plus Level} - \index{Spells!Creation} - Crafting new spells requires one week per level of the spell. - Players can look over the process in the \textit{Book of Stories}, \autopageref{spellWeaving}. - If the roll fails, then the \gls{gm} will swap one Action or Descriptor for another, and then work through the results, however horrifying. - The caster cannot use this botched spell -- it only works for that one occasion, by accident. - On a tie, the research fails to no effect, or the player can choose to have the spell fail and have their character learn the spell. - The player should not know how the spell will fail beforehand -- the \gls{gm} decides in secret. - - If a spell fails, then the next session should probably open with the aftermath of that failure, and a run-through of all that it entails. -}{} - \subsection{Journeys in the \Glsfmttext{deep}} \index{Caving|textbf} \index{Spelunking|see {Caving}} @@ -138,17 +71,15 @@ A tie means the character comes to a sudden halt, without Damage. Failure means $1D6$ Damage, plus the character's Speed (running faster means more Damage). \index{Darkness!Running} -\columnbreak - -\makeRule{walk_underground}{Walking Underground}{Dexterity}{Caving}{8, plus 2 per mile}\index{Caving!Walking} +\index{Caving!Walking} +\makeRule{walk_underground}{Walking Underground}{Dexterity}{Caving}{8, plus 2 per mile} Caverns offer all manner of impediments, from sudden drops to falling debris, and passages full of water. - -\caveTravelChart - Each mile covered inflicts 2~\glspl{ep} -- double the usual. Each \gls{interval}, the \glspl{pc} decide how many miles they wish to cover, and make a roll. Proper equipment, such as ropes, good shoes, and a map, can add up to a +3 Bonus. +\caveTravelChart + Failure results in an additional 3~\glspl{ep}, as the characters bang their head, twist an ankle, or bruise their arse on slippery fall. A tie means they can see the danger coming, and choose to rest instead of taking the \glspl{ep}, then carrying on with a plan for the route. @@ -177,7 +108,6 @@ Of course, these fast excursions from the path, to check out anything that happe \makeRule{navigate_land}{Navigating Land}{Intelligence}{Wyldcrafting}{by terrain type, Failure Margin adds 2 miles} \index{Navigation} -\index{Marching} \index{Travel!Navigation} \begin{itemize} @@ -224,19 +154,18 @@ A successful roll indicates a working knowledge of the place. \index{Walking} \index{Marching} \index{Travel} -Marching depends on the terrain. +depends on the terrain. Good roads provide a smooth journey, rough roads provide less, and deep forests can demand attention and problem-solving twice a mile. -\sidebox{ - \marchingChart -} - Each \gls{interval}, the troupe can travel the initial distance easily. Every mile after that adds \pgls{ep}. By default, characters might travel 10~miles per day, i.e. 5~miles in the morning, then 5~in the afternoon. Once the Sun sets in the evening, most will rest in \pgls{bothy}, and take time to cook, and potentially meet another travelling group moving in the opposite direction. +\sidebox{ + \marchingChart +} An expedient troupe might add 2~miles each \gls{interval}, and eat nothing but dry rations, so they can march instead of cooking in the evening. With 3~\glspl{interval} of movement, the troupe could travel 21~miles in total. The night would allow them to remove \pgls{ep}, but the day would add 6 more, so they won't be moving like that for long. @@ -246,10 +175,10 @@ Despite their slow gait, they can out-pace almost anything in the long-term.% \exRef{stories}{Stories}{humanInheritance} \makeAutoRule{cold}{Cold Seasons}{gain 2~\glsfmtlongpl{ep} each \glsfmttext{interval} and need fire to rest} -\index{Winter} -\index{Cold Seasons} -\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. +\index{Winter}% +\index{Cold Seasons}% +\index{Snow}% +inflict 2~\glspl{ep} every \gls{interval}, unless the character has extremely warm clothing. Characters can only rest with a fire, which may attract monsters (usually a 1 in 6 chance per \gls{interval}). @@ -269,6 +198,72 @@ Large rivers might have \tn[8], while an open sea in a storm might be \tn[12]. 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. +\subsection{\Glsfmttext{downtime} Activities} +\label{downtimeActions} + +\makeRule{poison}{Brewing a poison}{Intelligence}{Medicine}{4} +\index{Poisons} + +Basic poisons inflict 2~\glspl{ep} over the course of \pgls{interval}, then stop. +People can notice a poison by smell or taste before they drink it, by rolling \roll{Wits}{Vigilance} (\tn[7]). +Poisons lose their potence over time -- the \gls{ep} loss suffered reduces by to half of what it was each week. + +The standard roll begins at \tn[7]. +The caster can add any of the following boons to the poison. +However, each boon increases the \gls{tn} by 1. + +\begin{itemize} + \item + Inflict \pgls{ep} more per \pgls{interval}. + \item + Increase the number of \glspl{interval} the poison will work for. + \item + Increase the \gls{tn} to notice the poison. + \item + Increase the shelf-life of the poison by a week. +\end{itemize} + +A poison worthy of \gls{abderian} might inflict 4~\glspl{ep} each \gls{interval}, for 3~\glspl{interval}, and require a \roll{Wits}{Vigilance} roll at \tn[10] but this would raise the \gls{tn} from 7 to 14. + +A tie indicates that the poison loses the first boon its creator gave it, and each Failure Margin takes another. +When no boons are left, the poison does nothing but smell bad. + +\makeRule{sword_crafting}{Crafting a sword}{Strength}{Crafts}{15} + +This requires equipment, such as moulds, and a long night. +It also requires a single level of the Combat Skill. + +A tie indicates a completed sword, but a shattered mould. + +\makeRule{make_mould}{Creating a weapon mould}{Intelligence}{Crafts}{11} +A weapon mould grants a +2 Bonus to weapon-crafting rolls. +Most metallurgists cannot form weapons without one. + +\makeRule{make_armour}{Creating silent plate armour}{Intelligence}{Crafts}{16} +Creating silent plate requires planning from the outset -- existing armour cannot be properly modified. +The parts cost an additional 50\%, and the crafter must have both the Combat and Stealth Skills at level 1. + +Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1. + +\makeRule{make_song}{Composing a new song}{Intelligence}{Performance}{10} +This won't let the character perform the song -- just compose, and possibly explain it. + +\makeRule{tame_horse}{Taming a Horse}{Intelligence}{Wyldcrafting}{depends on Horse's \roll{Wits}{Brawl}} +Wild horses still run wild in \gls{fenestra}, but catching one without injuring it is difficult, and getting it comfortable with people takes upwards of months. +But if you have more time than money, then it's time well spent. + +\iftoggle{stories}{ + \makeRule{make_spell}{Composing a Spell}{Intelligence}{Sphere}{10 plus Level} + \index{Spells!Creation} + Crafting new spells requires one week per level of the spell. + Players can look over the process in the \textit{Book of Stories}, \autopageref{spellWeaving}. + If the roll fails, then the \gls{gm} will swap one Action or Descriptor for another, and then work through the results, however horrifying. + The caster cannot use this botched spell -- it only works for that one occasion, by accident. + On a tie, the research fails to no effect, or the player can choose to have the spell fail and have their character learn the spell. + The player should not know how the spell will fail beforehand -- the \gls{gm} decides in secret. + + If a spell fails, then the next session should probably open with the aftermath of that failure, and a run-through of all that it entails. +}{} \subsection{News \& Information}