diff --git a/CS/CS.tex b/CS/CS.tex index bd13b577d05e498fd6f9b980556dc764ed8316b3..24d0538865ed2e6ec4b2efef2085b6b946cdeff1 100644 --- a/CS/CS.tex +++ b/CS/CS.tex @@ -121,11 +121,6 @@ } %---- - \newcounter{track} - \setcounter{track}{18} - \newcommand{\tracker}{\hspace{-0.5cm}\noindent\arabic{track}\addtocounter{track}{-1}\vspace{.39cm} - - } \posterbox{name=track,column=11,row=2,span=1,rowspan=11}{ {\Huge\center diff --git a/First_Blood.tex b/First_Blood.tex index e9c23fbaff375c272d834fe8e61a6bd5a92b3e79..60d13e478f2eb2cdc53bd715ef4bbb21368aecff 100644 --- a/First_Blood.tex +++ b/First_Blood.tex @@ -121,7 +121,9 @@ Character creation is random by default -- it helps new players get started quic \label{character_rolls} \begin{wrapfigure}{R}{.36\textwidth} + \begin{tcolorbox}[tabularx={cc},arc=1mm] + Result & Attribute Bonus \\\hline 2 & -3 \\ @@ -209,6 +211,7 @@ Dexterity represents someone's hand-eye coordination and natural grace. It's use \index{Mind Attributes}Mind Attributes determine the character's personality and how adept they are with thought-based Skills such as Academics. It is also the basis of a lot of magical ability and defences against magical abilities. \subsubsection{Intelligence} + Intelligent characters understand ideas, remember well and always come prepared. They find their own way home and pick up new languages fluidly. Intelligence also covers artistic endeavours and a multitude of craftsmanship, whether composing songs or forging armour, picturing the finished product ahead of time will take brains. \subsubsection{Wits} @@ -1398,47 +1401,73 @@ Instead of \glspl{npc} making a Vitals Shot when they roll 3 above the \gls{tn} Characters who spend the entire turn running can move 10 squares plus their Speed Bonus plus their Athletics Skill Bonus; so someone with Speed +1 and Athletics +1 would move 12 squares per turn of flat-out running. \iftoggle{verbose}{ -\hrulefill + \begin{exampletext} -\noindent{\itshape The next morning the troop gave a wide berth to the area between the fallen village and the mountain, in the hopes of avoiding attack from the rear. Unfortunately there was little they could do to hide themselves, and a band of nura from the village were following them. The trio had reached halfway up the mountain by this point but the nura were faster than them, and stronger. Thenton thought for a moment about abandoning Hugi if there was a problem - his little dwarvish legs were no good for sprinting. Of course Hugi's death would not buy them much time, and Arneson would never stand for it. No, they would have to stick together to survive. + The next morning the troop gave a wide berth to the area between the fallen village and the mountain, in the hopes of avoiding attack from the rear. Unfortunately there was little they could do to hide themselves, and a band of nura from the village were following them. The trio had reached halfway up the mountain by this point but the nura were faster than them, and stronger. Thenton thought for a moment about abandoning Hugi if there was a problem - his little dwarvish legs were no good for sprinting. Of course Hugi's death would not buy them much time, and Arneson would never stand for it. No, they would have to stick together to survive. -\begin{wrapfigure}{O}{.6\textwidth} -\includegraphics[width=.6\textwidth]{images/Boris_Pecikozic/nura_brawl.jpg} -\end{wrapfigure} + \begin{wrapfigure}{O}{.6\textwidth} + \includegraphics[width=.6\textwidth]{images/Boris_Pecikozic/nura_brawl.jpg} + \end{wrapfigure} + + The trio climbed for a while longer, looking back every few moments to note how close the nura were behind them. An ogre was among their ranks - a human transformed into a nura. That made no sense. Thenton recalled what he had read about nura - they came out from under the ground and ate entire villages. If their hunger was sated and there were still more people they would take any prisoners underground, transform them into more nura and then go back up for another raid. While captured dwarves turned into hobgoblins, ogres were made from mutated humans. But they'd had no time to return deep underground. How did they managed to trap and transform this man while in the village? + + Looking back, the enemy was nearing and everyone was out of breath. Arneson suggested a rest to make sure they would be ready for the fight - they could fight downhill against an enemy fatigued from walking upwards. He calmly got out the rations - some cheese, smoked pork, oatcakes and a flaggon of wine. + + ``May as well have the best of the rations now, eh, friends?'', Arneson said while smiling, and they slowly masticated their age-hardened meal and tried to smile back as the nine foot monstrocity which was so recently a man made its way up to them, pounding its great feet up the mountainous slopes, surrounded by half a dozen hobgoblins, each the size of a broad-shouldered man. + + As the hobgoblins neared the plateau where the trio sat they began to make their war cries, but Arneson just sat and ate his last oatcake slowly. They began to sprint upwards across the rocky ground. -The trio climbed for a while longer, looking back every few moments to note how close the nura were behind them. An ogre was among their ranks - a human transformed into a nura. That made no sense. Thenton recalled what he had read about nura - they came out from under the ground and ate entire villages. If their hunger was sated and there were still more people they would take any prisoners underground, transform them into more nura and then go back up for another raid. While captured dwarves turned into hobgoblins, ogres were made from mutated humans. But they'd had no time to return deep underground. How did they managed to trap and transform this man while in the village? + The \gls{gm} decides that since the players have the higher ground, they will receive +1 to all rolls until the hobgoblins can reach slightly higher ground - probably after the first action. One of the players must roll Initiative, so Arneson's player take the dice and rolls, producing a `5'. Each character's Initiative Bonus adds to this separately, so Thenton's Initiative of +1 gives him a total of 6; Hugi's Initiative of +0 gives him a total of 5 and Arneson's Initiative Bonus of +2 makes his total 7. The group then gain +1 each due to the higher ground. Meanwhile, the nura have rolled a `5' for their Initiative as well. The hoboblins each have a +1 bonus to Initiative and the ogre has a +0 bonus. -Looking back, the enemy was nearing and everyone was out of breath. Arneson suggested a rest to make sure they would be ready for the fight - they could fight downhill against an enemy fatigued from walking upwards. He calmly got out the rations - some cheese, smoked pork, oatcakes and a flaggon of wine. + The \gls{gm} knows the highest Initiative total is somewhere under 9 so she calls out, -``May as well have the best of the rations now, eh, friends?'', Arneson said while smiling, and they slowly masticated their age-hardened meal and tried to smile back as the nine foot monstrocity which was so recently a man made its way up to them, pounding its great feet up the mountainous slopes, surrounded by half a dozen hobgoblins, each the size of a broad-shouldered man. + ``Ten! The nura gather at the base. Nine! They cover their faces with their weapons and gang together. Eight! They push forwards and ....'' -As the hobgoblins neared the plateau where the trio sat they began to make their war cries, but Arneson just sat and ate his last oatcake slowly. They began to sprint upwards across the rocky ground. + ``Eight!'' shouts Arneson's player. ``I'm going at eight! \ I'm going for the ogre - you said he was unarmoured so we should be able to take him down with a couple of good hits''. -The \gls{gm} decides that since the players have the higher ground, they will receive +1 to all rolls until the hobgoblins can reach slightly higher ground - probably after the first action. One of the players must roll Initiative, so Arneson's player take the dice and rolls, producing a `5'. Each character's Initiative Bonus adds to this separately, so Thenton's Initiative of +1 gives him a total of 6; Hugi's Initiative of +0 gives him a total of 5 and Arneson's Initiative Bonus of +2 makes his total 7. The group then gain +1 each due to the higher ground. Meanwhile, the nura have rolled a `5' for their Initiative as well. The hoboblins each have a +1 bonus to Initiative and the ogre has a +0 bonus. -The \gls{gm} knows the highest Initiative total is somewhere under 9 so she calls out, + Arneson's player needs to roll an 8 to hit the ogre, so he rolls and adds +1 for his Combat Skill. His total is `11' and he hits. He has already rolled his damage die at the same time. It landed on a `2'. He adds +2 for his Strength and +1 for the sword's Damage bonus for a total of 5. The ogre shrieks in pain as Arneson's sword sticks in. Arneson's action took 6 Initiative points so he goes down to `2', and the hobgoblin has spent 2 Initiative to defend himself. -``Ten! The nura gather at the base. Nine! They cover their faces with their weapons and gang together. Eight! They push forwards and ....'' + ``Seven!'', she cries. Thenton's player jumps in. He only deals $1D6+2$ Damage but he has a much better Combat Skill of +2. He rolls to Strike but misses the ogre with a `5'. His Initiative score reduces to 1, and he reduces the hobgoblin's from 6 to 4. -``Eight!'' Shouts Arneson's player. ``I'm going at eight! \ I'm going for the ogre - you said he was unarmoured so we should be able to take him down with a couple of good hits''. + ``Six!'', beckons the \gls{gm}, and starts to describe leering hobgoblins stabbing at everyone's feet from the base of the great stone step the trio are sitting on. She gives them each a -1 to attack due to occupying the lower ground. -Arneson's player needs an 8 to hit the ogre, so he rolls and adds +1 for his combat bonus. His total is `11' and he hits. He has already rolled his damage die at the same time. It landed on a `2'. He adds +2 for his Strength and +1 for the sword's Damage bonus for a total of 5. The ogre shrieks in pain as Arneson's sword sticks in. Arneson's action took 6 Initiative points so he goes down to `2'. The second the action is resolved the and the \gls{gm} moves on. + A hobgoblin hits Arneson, so he spends 2 Initiative to attempt to Dodge. Arneson rolls a 7 -- not enough! The hobgoblin's Strength is +2 and the battle axe adds +3 Damage for a total of +5. 4 of the Damage is replaced with a die, so the hobgoblin is rolling $2D6+1$ Damage. The total is 6. Arneson's player first reduces that by his chainmail's \gls{dr} of 4, leaving 2 Damage. Instead of taking that Damage he marks off 2 \glsentrylongpl{fp} and declares that the attack in fact misses. -``Seven!'', she cries. Thenton's player jumps in. He only deals $1D6+2$ Damage but he has a much better Combat Skill of +2. He rolls for the strike but misses the ogre with a `5'. His Initiative score reduces to 1. + Hugi finally releases his crossbow, but in all the confusion misfires. He's down to Initiative 1. -``Six!'', beckons the \gls{gm}, and starts to describe leering hobgoblins stabbing at everyone's feet from the base of the great stone step the trio are sitting on. She gives them each a -1 to attack due to occupying the lower ground. + \needspace{3cm} + \begin{wrapfigure}{r}{.3\textwidth} -Two hobgoblins hit Arneson, so he spends 2 Initiative to attempt to Dodge each one. Arneson rolls a 7 to Dodge the first - not enough!. The hobgoblin's Strength is +2 and the battle axe adds +3 Damage for a total of +5. 4 of the Damage is replaced with a die, so the hobgoblin is rolling $2D6+1$ Damage. The total is 6. Arneson's player first reduces that by his chainmail's \gls{dr} of 4, leaving 2 Damage. Instead of taking that Damage he marks off 2 \glsentrylongpl{fp} and declares that the attack in fact misses. The next hobgoblin attacks and Arneson rolls a 5 -- that's a failure with a Margin of 4, so it bypasses his chainmail. The axe is coming down towards his unarmoured shin-bone and the Damage rolled is 9. He marks off his last 9 \gls{fp} rather than taking any Damage. Any further Damage is coming straight off his \gls{hp}. + \begin{tabularx}{.3\textwidth}{c|X} + \setcounter{enc}{12} -Hugi finally releases his crossbow, but in all the confusion misfires. He's down to Initiative 1. + 8 & Arneson deals 5 Damage to a hobgoblin. \\ -``Four!'', shouts the \gls{gm}, then she smiles. ``The ogre pushes forward with its club then reaches out to grab Hugi. Roll at \glsentrylong{tn} 9''. + 7 & Thenton misses. \\ -Hugi's player isn't happy, as that is enough to hit him, or in this case grab him. In fact with his crossbow out rather than a defensive weapon, he'll have a hard time defending himself. + 6 & Most hobgoblins attack. \\ -The ogre reached forward, grabbing Hugi by the beard and pulling him back through the horde of nura and out from the protection of his companions. + 5 & Ogre grabs Hugi, then runs away. \\ + 4 & Two hobgoblins attack. \\ + + + \end{tabularx} + + \end{wrapfigure} + + ``Four!'', shouts the \gls{gm}, then she smiles. The next hobgoblin attacks and Arneson rolls a 5 -- that's a failure with a Margin of 4, so it bypasses his chainmail. The axe is coming down towards his unarmoured shin-bone and the Damage rolled is 9. He marks off his last 9 \gls{fp} rather than taking any Damage. Any further Damage is coming straight off his \gls{hp}. + + ``The ogre pushes forward with its club then reaches out to grab Hugi. Roll at \glsentrylong{tn} 9''. + + Hugi's player isn't happy, as that is enough to hit him, or in this case grab him. In fact with his crossbow out rather than a defensive weapon, he'll have a hard time defending himself. + + The ogre reached forward, grabbing Hugi by the beard and pulling him back through the horde of nura and out from the protection of his companions. + + The other players want to attack the ogre, but he's making a movement action - these count as Quick Actions so they are allowed to operate before other actions. Hugi disappears behind the crowd. The ogre's Initiative reduces to 0 and he is done for the \gls{round}, but Arneson and Thenton each have one action left. + \end{exampletext} -The other players want to attack the ogre, but he's making a movement action - these count as Quick Actions so they are allowed to operate before other actions. Hugi disappears behind the crowd. The ogre's Initiative reduces to 0 and he is done for the \gls{round}, but Arneson and Thenton each have one action left.}}{} +}{} \section{Complications, Options \& Manoeuvres} @@ -1504,27 +1533,29 @@ Anyone can wait to see what the battle brings -- the character simply lowers the For example, someone might hold off their action at Initiative 5. They wait for the enemy to attack at Initiative 3 and notices that one of them is attempting to use a magical item. Immediately they retroactively performs an action at Initiative 4. -\subsection{Keeping Edgy}\label{edgy} +\subsection{Keeping Edgy}\label{edgy}\index{Keeping Edgy} -\index{Keeping Edgy}The character can take a moment to note their \index{Dodge!Long-range}long-range surroundings, including archers and potential spell casters. This takes only 2 Initiative points and for the rest of the \gls{round}, any time the character is being fired upon in combat they can use their basic Speed Bonus in a resisted action to leap out of the way of an incoming missile or targeted spell, such as a fireball. Spells which simply target people by gaze or magical effects such as polymorphing are unaffected. +The character can take a moment to note their \index{Dodge!Long-range}long-range surroundings, including archers and potential spell casters. This takes only 2 Initiative points and for the rest of the \gls{round}, any time the character is being fired upon in combat they can use their basic Speed Bonus in a resisted action to leap out of the way of an incoming missile or targeted spell, such as a fireball. Spells which simply target people by gaze or magical effects such as polymorphing are unaffected. -\subsection{Passing Attacks} +\subsection{Passing Attacks}\index{Combat!Passing Attacks} -\index{Combat!Passing Attacks}When someone is attempting to run past others, they have some opportunity to hit when the character is passing. This can be any normal attack, but counts as a Quick Action, jumping ahead in the Initiative Score. The attack costs the normal amount of Initiative. +When someone is attempting to run past others, they have some opportunity to hit when the character is passing. This can be any normal attack, but counts as a Quick Action, jumping ahead in the Initiative Score. The attack costs the normal amount of Initiative. -\subsection{Ram} +\subsection{Ram}\index{Combat!Ram} -\index{Combat!Ram}In combat, it is possible to scare, push and stab at someone to force them to move backwards. The attacker spends 3 Initiative points. The defender can either attempt to resist, or can simply acquiesce and move back. When moving back, targets are pushed back 1 square; the attacker's Strength adds to this and the opponent's Strength decreases it. Characters can sacrifice the use of 1 point of Strength to push back an additional person. +In combat, it is possible to scare, push and stab at someone to force them to move backwards. The attacker spends 3 Initiative points. The defender can either attempt to resist, or can simply acquiesce and move back. When moving back, targets are pushed back 2 square; the attacker's Strength adds to this and the opponent's Strength decreases it. Characters can sacrifice the use of 1 point of Strength to push back an additional person. Those who resist must also sacrifice 3 Initiative. A resisted Strength + Combat Skill check is made. Successful resistance means that the defender is not pushed back. -\subsection{Sneak Attacks}\label{sneakattack} +A \textit{Ram} action must employ normal movement, and cannot move any character farther than their normal movement. Characters who have been rammed but are unable to move far enough back fall \textit{prone}.\footnote{See page \pageref{prone} for details on falling prone.} + +\subsection{Sneak Attacks}\label{sneakattack}\index{Combat!Sneak Attack} -\index{Combat!Sneak Attack}\index{Sneak Attack}When attacking while unseen, the attacker gains a +4 bonus to the attack and a +2 bonus to Damage. Opponents cannot use any Evasion bonuses from Dexterity, weapon Bonuses or the Combat Skill. +When taking someone by surprise, the attacker gains a +4 bonus to the attack and a +2 bonus to Damage. Opponents cannot use any Evasion bonuses from Dexterity, weapon Bonuses or the Combat Skill. -\subsection{Surprise} +Sneak Attacks also gain a penalty equal to the weapon's Weight Rating (if positive). Warhammers are not the best choice for assassination weapons, while daggers and handaxes do much better. -\index{Surprise Attacks}\index{Combat!Surprise}When sneaking up on someone, the instigator uses their Dexterity + Sneak while the target uses Wits + Vigilance. If the usual \gls{tn} of 7 is met then the attacker gets one Sneak Attack before switching to normal combat. Surprise Attacks always receive a penalty equal to the weapon's Weight Rating, if it is above 0. +Sneak Attacks can happen mid-combat when someone is ignoring a flanker's attacks, when creeping up on someone from behind, or simply when planning a daring attack. The attacker might use Dexterity + Stealth to sneak unseen, or Intelligence + Stealth to pick the perfect ambush spot. Defenders usually use the same Attribute + Vigilance. \subsection[Spell Casting in Combat]{Spell Casting in Combat}\index{Combat!Spell Casting} @@ -1536,18 +1567,19 @@ Spell casters who wish to both attack and cast spells within the same \gls{round Switching away from one's focus on spells or martial combat must be decided at the start of the \gls{round} -- mages who are not mentally prepared to cast spells or use a sword cannot do so at a second's notice. -\subsection{Two Weapon Combat} +\subsection{Two Weapon Combat}\index{Combat!Two Weapons} -\index{Combat!Two Weapons}A character using two weapons -- perhaps a shield in one hand and a sword in the other -- can use the best Speed, Strength and Dexterity bonus from all weapons. Each weapon will have to be held in one hand, increasing its Weight Rating by 2. +A character using two weapons -- perhaps a shield in one hand and a sword in the other -- can use the best Speed, Strength and Dexterity bonus from all weapons. Each weapon will have to be held in one hand, increasing its Weight Rating by 2. Shields, uniquely, can add their Evasion Bonus to the character's Evasion Factor even while the wielder is in the Aggressive Stance. As a result, someone could use a shield's bonus to Evasion while using a sword's Evasion Bonus to add to their Strike Strike score. In this case, Dexterity would always be added to Strike, along with the sword's Bonus. \section{Combat Summary}\index{Combat Summary} + \begin{enumerate} \item Characters publicly declare stances. If no stance is declared, assume a Defensive stance. The \gls{gm} rolls for enemy Morale if appropriate. -\item Each character divides the Combat score (if any) between Initiative, Strike and Evasion. -\item The leader of each group rolls Initiative and each character adds their Initiative Factor. -\item Actions are resolved in order of Initiative, each reducing the Initiative score. + \item Each character divides the Combat score (if any) between Initiative, Strike and Evasion. + \item The leader of each group rolls Initiative and each character adds their own Initiative Factor. + \item Actions are resolved in order of Initiative, each reducing the Initiative score. \end{enumerate} \iftoggle{verbose}{ @@ -1598,40 +1630,54 @@ Weapons which were never made to be thrown, such as swords or axes, receive a -2 ``Remember your attack stances this time everyone'', says the \gls{gm}. - \begin{wrapfigure}{R}{.3\textwidth} -\includegraphics[width=.33\textwidth]{images/init_hobgoblins.jpg} -\end{wrapfigure} -The players wonder if they want to add their Dexterity Bonus and Weapon's Evasion Bonus to Strike opponents instead of Evading attacks, but at this stage defence is more important, especially for Hugi - currently being pinned down by an ogre, and Arneson, currently down to only his Hit Points. + \begin{wrapfigure}{r}{.3\textwidth} + + \begin{tabularx}{.3\textwidth}{c|X} + \setcounter{enc}{12} + + 10 & Ogre grapples Hugi. \\ + + 7 & Thenton moves to stab the Ogre. \\ + + 6 & Ogre deals 5 Damage. \\ + + 5 & Thenton kills the ogre. \\ + + + \end{tabularx} + + \end{wrapfigure} + + The players wonder if they want to add their Dexterity Bonus and Weapon's Evasion Bonus to Strike opponents instead of Evading attacks, but at this stage defence is more important, especially for Hugi - currently being pinned down by an ogre, and Arneson, currently down to only his Hit Points. Next up, players assign their Combat Skill. On the last \gls{round}, they left it as the default - it added to the Strike Factor. Arneson repeats the move and Hugi has no Combat score to speak of, but Thenton has Combat +2. He knows speed is of the essence if he wants to save his friend, so he adds +2 to his Initiative Factor, giving him a total of +3. - The characters roll to get their bearings and move to act. They achieve only a `4', so Thenton will act at Initiative 7. The \gls{gm} rolls for the nura and achieves `11' - with Speed -1 he will act on Initiative 10. + The characters roll to get their bearings but achieve only a `4', so Thenton will act at Initiative 7. The \gls{gm} rolls for the nura and achieves `9' - with Speed +1 they will act on Initiative 10. ``Twelve!'', the \gls{gm} rolls a Morale Check for that last hobgoblin. It is wounded and outnumbered. The \gls{tn} is 12 and it can add its Combat bonus, but the roll still fails. -``The last hobgoblin backs up. Eleven! It flees down the mountain towards its allies, many of whom are still rolling down the hill.'' - - ``Ten!'', goes the \gls{gm} to start things off, and immediately rolls for the ogre as it tries to eat Hugi's face off. This will count as a grappling roll, so he and Hugi will use double their Strength Bonus added to their Combat Skill. Unfortunately Hugi has neither Strength Bonus nor Combat Skill, so the ogre gets a straight +12 bonus; the roll succeeds before it is even made, and succeeds by a margin of 3: that means Damage is inflicted. The ogre only adds Strength - of course his massive club is useless for the attack. His Strength of +5 means he will roll $2D6+1$ Damage for a total of 4. Hugi is safe for now as the ogre luckily bites down on dwarvish helmet as Hugi's player marks off 4 FP. + ``The last hobgoblin backs up. \textit{Eleven!} It flees down the mountain towards its allies, many of whom are still rolling down the hill.'' -``Nine! The ogre pulls Hugi down. Eight! He bites down on Hugi's face but gets a mouthful of helmet instead. Seven!'' + ``Ten!'', the \gls{gm} continues, and immediately rolls for the ogre as it tries to eat Hugi's face off. This will count as a grappling roll, so he and Hugi will use double their Strength Bonus added to their Combat Skill. Unfortunately Hugi has neither Strength Bonus nor Combat Skill, so the ogre gets a straight +12 bonus; the roll succeeds before it is even made, and succeeds by a margin of 3: that means Damage is inflicted. The ogre only adds Strength - of course his massive club is useless for the attack. His Strength of +5 means he will roll $2D6+1$ Damage for a total of 4. Hugi is safe for now as the ogre luckily bites down on dwarvish helmet as Hugi's player marks off 4 FP. + ``Nine! The ogre pulls Hugi down. Eight! He bites down on Hugi's face but gets a mouthful of helmet instead. Seven!'' Thenton's player is acting now and takes two Initiative to run over to aid Hugi. He asks the \gls{gm} if he can sneak up on the ogre. -``You mean in the middle of a fight you want to backstab someone?'' + ``You mean in the middle of a fight you want to backstab someone?'' -``Sure. He's busy eating Hugi's face, so can I stab him while he's not bothering to avoid it?'' + ``Sure. He's busy eating Hugi's face, so can I stab him while he's not bothering to avoid it?'' The \gls{gm} thinks about it - the action is not clearly covered in the rules, so she decides the following. -``Okay - make a sneak roll. If he sees you then he's going to stop the action and defend himself, otherwise your next attack can count as a Sneak Attack. Roll Speed + Stealth at Target Number 6.'' + ``Okay - make a sneak roll. If he sees you then he's going to stop the action and defend himself, otherwise your next attack can count as a Sneak Attack. Roll Speed + Stealth at Target Number 6.'' -Thenton has no bonus to either, but that ogre is so dim the test is easily passed. + Thenton has no bonus to either, but that ogre is so dim the test is easily passed. -``Six! The ogre gnaws into Hugi's face, this time without failure. 5 Damage!'' + ``Six! The ogre gnaws into Hugi's face, this time without failure. 5 Damage!'' -Hugi's player marks off his last 3 FP then 2 HP, noting that he could have been dead there. + Hugi's player marks off his last 3 FP then 2 HP, noting that he could have just died if the dice had rolled higher. -Arneson runs over to aid the fight. + Arneson runs over to aid the fight. ``Five! Thenton rolls for attack'' @@ -1755,6 +1801,7 @@ The maximum Damage someone can suffer from a fall is 18, equating to $4D6+2$. Characters caught in mud, who lip over, or get shackled to a spot cannot move or dodge nearly as well as they could. They receive no benefits from their Dexterity Bonus or the Knack: Fox Hop. \subsection{Falling Prone}\index{Prone}\label{prone} + Characters who fall over lose their ability to defend themselves, as above. However, they can get up at the cost of 2 Initiative by using up their movement action. If they've already moved this \gls{round}, they have to wait until the next \gls{round}. \iftoggle{verbose}{ @@ -1889,7 +1936,7 @@ Forest's Friendship replicates the first three levels of the Enchantment Sphere \spell{Dawn's Light}{Continuous}{Survival} -The mage casts a dim light, about the strength of a torch, which surrounds any target. +The mage casts a dim light, about the strength of a torch, which floats around a single point (but never very steadily). \enhancement{1}{Sunray} @@ -2334,10 +2381,13 @@ The priest blesses a target with +1 to any Skill, so long as the priest has a hi \spelllevel -\spell{Auguary}{Continuous \& Instant}{Academics} +\spell{Auguary}{Instant}{Academics} + The character requests guidance about the future and receives a cryptic message from their deity, from dreams, or simply the shape of nearby clouds. -Once cast, the \gls{gm} looks through the upcoming encounters and picks a description. It could be random boxtext, a note about an upcoming character, or a metaphor involving upcoming events. +Once cast, the \gls{gm} looks through the upcoming encounters and picks a description. It could be random boxtext, a note about an upcoming character, or a metaphor involving upcoming events. A good rule of thumb would be to give the caster information about closer encounters with a better Margin on the roll. A roll reaching the basic \gls{tn} of 7 might give the priest information about something three encounters away, while a roll of 11 could tell the caster about the very next encounter. + +Characters who continue to cast Auguary receive the same answer each time until they have run into the encounter, or somehow bypassed it. Nobody in Fenestra 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. @@ -2382,6 +2432,7 @@ If cast on a member of the undead, the target loses $2D6$ \gls{hp} plus the cast The priest sanctifies and area, creating a mana lake. The level of the mana lake is equal to the number of Story Points the priest spends. + \iftoggle{verbose}{ \begin{exampletext} diff --git a/glossary.tex b/glossary.tex index 87bfac1f8c4bed6268da6305faa9951400a9aa0d..5b35ea9cd6c88f685a1b6bc4b30d1b967db85c70 100644 --- a/glossary.tex +++ b/glossary.tex @@ -6,7 +6,7 @@ \newglossaryentry{standingspell}{name={Standing Spell},description={A spell which stays put once cast for as long as the caster wants to maintain it},first={\textit{Standing Spell}}} - \newglossaryentry{quickaction}{name={Quick Action},description={An action which can skip the normal Initiative order but still costs Initiative. Quick actions can even be performed when someone is below Initiative 0.},first={\textit{Quick Action}}} + \newglossaryentry{quickaction}{name={Quick Action},description={An action which can skip the normal Initiative order but still costs Initiative. Quick actions can even be performed when someone has a negative Initiative score},first={\textit{Quick Action}}} \newglossaryentry{attribute}{name={Attribute},description={One of the six Traits which form the basis of the character -- Strength, Speed, et c}} diff --git a/preamble.tex b/preamble.tex index 1e4891623b8872d11280c826c1b9cbf3db33a8bf..e23d1be42648dde61445f3759737553579b1f338 100644 --- a/preamble.tex +++ b/preamble.tex @@ -107,6 +107,15 @@ %{0pt}{3.25ex plus 1ex minus .2ex}{1em} %\titlespacing*{\subparagraph} {\parindent}{3.25ex plus 1ex minus .2ex}{1em} +%%%%% Character Sheet Tracker + + \newcounter{track} + \setcounter{track}{18} + \newcommand{\tracker}{\hspace{-0.5cm}\noindent\arabic{track}\addtocounter{track}{-1}\vspace{.39cm} + + } + + \newcommand{\character}[1]{\needspace{4em}\vspace{.38cm} \normalsize\bfseries\ding{70} #1 \ding{70}\vspace{.18cm}} \newcommand{\monster}[1]{\needspace{4em}\vspace{.38cm} \normalsize\bfseries\ding{70} #1 \ding{70}\vspace{.18cm}}