From 5fd616e66391c51505764c726150ff3ca4ace15b Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Mon, 12 Apr 2021 04:23:19 +0200 Subject: [PATCH] remove base mp stat --- appendix.tex | 10 ++++++++++ cc.tex | 16 ++++++++-------- magic.tex | 7 +++++-- rules.tex | 18 +----------------- 4 files changed, 24 insertions(+), 27 deletions(-) diff --git a/appendix.tex b/appendix.tex index 6f31ce31..1d76d1aa 100644 --- a/appendix.tex +++ b/appendix.tex @@ -30,6 +30,16 @@ Okay, so you know how to make a character by now. But just for reference, let's \item{Starting money is $(3D6-5)\times 2^S$\gls{cp}, where S = combined levels in all other specialist Skills. Those with Academics earn \gls{sp} instead of \gls{cp}.} \item{Select a God or Code to follow, so you can gain \gls{xp}. Page \pageref{gods_codes}.} \item{Fill in derived stats (\glspl{hp}, \glspl{fp}, et c.).} + \begin{itemize} + + \item + \glspl{hp} are equal to 6 plus your Strength. + \item + \glspl{fp} are equal to base \glspl{fp} plus Charisma. + \item + \glspl{mp} are equal to the number of spheres you have times 2, plus Intelligence. + + \end{itemize} \item{Start the game.} \item{Spend \glspl{storypoint} at every opportunity.} \end{enumerate} diff --git a/cc.tex b/cc.tex index 54a44194..615f521c 100644 --- a/cc.tex +++ b/cc.tex @@ -470,7 +470,7 @@ They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes} {0}% COMBAT {Academics~1, Crafts~1\Path{Alchemy}{Invocation 2, Illusion 1}}% SKILLS {Dagger, 1 x adventuring equipment}% EQUIPMENT -{\mana{2}} +{\mana{4}} \subsubsection{Illusionist} \index{Illusionist} @@ -492,12 +492,12 @@ The Craft and Empathy skills means the illusionist is best at making illusions o {0}% COMBAT {Academics~2, Empathy~1, Crafts~1\Path{Alchemy}{Force~1, Invocation~2, Illusion~3}}% SKILLS {\Dagger, \completeleather, 2 x adventuring equipment}% EQUIPMENT -{\mana{4}} +{\mana{8}} \subsection{Priest of \Glsentrytext{naturegod}} Priests of \Glsentrytext{naturegod} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift. -They begin play with Academics 1, Beast Ken 1, Survival 1, Combat 1, Aldaron 1, Polymorph 1, and 2 \glspl{mp}. +They begin play with Academics 1, Beast Ken 1, Survival 1, Combat 1, Aldaron 1, Polymorph 1, and 4 \glspl{mp}. Their starting equipment includes partial leather armour, camping equipment, a spear, a dagger, 50' of rope, and @@ -514,7 +514,7 @@ Their starting equipment includes partial leather armour, camping equipment, a s {1}% COMBAT {Academics~1, Beast~Ken~1, Survival~1\Path{Divinity}{Aldaron~1, Polymorph~1}}% SKILLS {\spear, \partialleather, dagger}% EQUIPMENT -{\mana{2}} +{\mana{4}} \subsubsection{Arch Druid} @@ -535,7 +535,7 @@ Water can be turned to slime or webbing, webs could be turned to water, and the {1}% COMBAT {Academics~1, Beast~Ken~2, Survival~1\Path{Divinity}{Aldaron~2, Conjuration~1, Polymorph~3}}% SKILLS {\spear, \partialleather, dagger, 1 x adventuring equipment}% EQUIPMENT -{\mana{3}} +{\mana{7}} \subsection{Priest of \Glsentrytext{justicegod}} @@ -558,7 +558,7 @@ After gaining \gls{xp}, some adventuring clerics focus upon martial abilities, w {0}% COMBAT {Academics~1, Medicine~1\Path{Divinity}{Fate~2}}% SKILLS {\quarterstaff, \partialleather}% EQUIPMENT -{\mana{4}} +{\mana{2}} \subsubsection{Cleric} @@ -579,7 +579,7 @@ Those fighting could be forced to continue until they die from a sword or drop d {1}% COMBAT {Academics~1, Empathy~1, Deceit~1, Medicine~1\Path{Divinity}{Enchantment~3, Fate~2}}% SKILLS {\quarterstaff, \partialchain, medical equipment, 2 x adventuring equipment}% EQUIPMENT -{\mana{4}\addtocounter{fp}{5}} +{\mana{5}\addtocounter{fp}{5}} \subsection{Rogue}\index{Rogue} @@ -623,7 +623,7 @@ Alternatively, rogues may go the route of a singing socialite, and even learn to {1}% COMBAT {Academics~1, Empathy~1, Deceit~2, Performance~2, Vigilance~1}% SKILLS {\longsword, \partialleather, dagger, lantern, camping equipment, writing equipment, 2 x adventuring equipment.\Path{Song}{Fate 1, Enchantment 2}}% EQUIPMENT -{\mana{2}\addtocounter{fp}{10}} +{\mana{5}\addtocounter{fp}{10}} \subsection{Warrior}\index{Warrior} diff --git a/magic.tex b/magic.tex index 3b1016d8..0d412907 100644 --- a/magic.tex +++ b/magic.tex @@ -173,7 +173,10 @@ The character then spends the mana and makes a roll against some \gls{tn} to cas \index{Mana}\subsection{Mana} -Anyone can buy some base \gls{mp} which is then modified by their Intelligence.\footnote{See the section on Experience, page \pageref{xp}, for costs of base \gls{mp}.} For example, someone with Intelligence +1 who buys Base \gls{mp} 2 would have a store of 3 \gls{mp} to cast spells. Those with a Base \gls{mp} of 0 can still have some \gls{mp} if their Intelligence Bonus is positive. +Everyone's total mana is equal to double the number of spheres they have, plus their Intelligence Bonus. +\iftoggle{verbose}{% + For example, a caster with Invocation 3, Fate 1, and an Intelligence Bonus of +2, would have 8 \glspl{mp} in total. +}{} If a caster has no \gls{mp} left, they can still cast spells by paying the cost with \gls{hp} instead of \gls{mp}. \iftoggle{verbose}{% @@ -323,7 +326,7 @@ Adding the enhancements \textit{Wide}, and \textit{Solid}, so make a \textit{Wid \noindent The total \glsentrylongpl{mp} a mage has grants additional spell-casting powers. The more power a mage has, the more flexible their spells. -A mage with a base mana score of 2 and an Intelligence Bonus of +1 would have a total Metamagic rating of 3. +A mage with 2 spheres and an Intelligence Bonus of +1 would have a total Metamagic rating of 5. Every power level offers the caster new spells or -- more often -- enhancements to existing spells. The enhancements drawn from Metamagic can affect all spells the caster has, not simply the spells listed here. diff --git a/rules.tex b/rules.tex index 38dd8d7f..0870c91b 100644 --- a/rules.tex +++ b/rules.tex @@ -286,22 +286,6 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta \begin{multicols}{2} -\begin{xpbox}{B} - - Mana Base & Cost \\\hline - - 2 & 5 \\ - - 4 & 10 \\ - - 6 & 20 \\ - - 8 & 40 \\ - - 10 & 80 - -\end{xpbox} - \begin{xpbox}{B} Magic Sphere & Cost \\\hline @@ -355,7 +339,7 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta Now is the time to look at your character's base Attributes and think about what they might be good at. The best place to start is your highest Attribute. If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option. -Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}. +Buy off any Wits penalties and put a magic sphere down on the character sheet. Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter. Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily. -- GitLab