diff --git a/appendix.tex b/appendix.tex index df6276091de84b293767744b40d2e02f5f84ad5f..841493cb835452193ef5e5faccd939f387071897 100644 --- a/appendix.tex +++ b/appendix.tex @@ -218,7 +218,7 @@ Alternatively, the cast could create a \textit{Realistic Illusion} or himself as \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 4 \glspl{mp}. +They begin play with Academics 1, Survival 1, Wyldcrafting 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 diff --git a/cc.tex b/cc.tex index 2a34663896d4ff1c4e4e9386b98b6cd23e81c84a..10b37f09d6e39194573c6ddaf1d27ec2e3a45883 100644 --- a/cc.tex +++ b/cc.tex @@ -247,10 +247,10 @@ You'll find some default Traits for `fighters, mages \& rogues', along with note & Strength & Dexterity & Speed & Intelligence & Wits & Charisma \\\hline\hline Academics & Orating to a massive crowd & Forgery & Courier Runs & Recalling facts & Resisting an enchantment spell & Storytelling \\\hline Athletics & Lifting heavy loads & Climbing & Sprinting & Finding the easiest route to climb & Identifying optimal climbing conditions & Stage acrobatics \\\hline - Beast Ken & Wrestling a~boar & Untying a~horse's bridle & Catching a~chicken & Understanding how to make a~horse ride longer & Spotting that a boar is pregnant & Calming a~horse \\\hline Deceit & Intimidation & Feigning an injury & Spreading a rumour across an entire town & Crafting a plausible lie & Making a quick excuse & Implausible lies \\\hline Stealth & Hiding in a hay bail & Moving quietly & Escaping into a crowd & Identifying the best hiding spot & Quickly hiding & Pretending to be anther guest at the ball \\\hline Vigilance & Keeping watch all night & Feeling for an exit in the dark & Searching a full forest for a particular tree & Investigating a crime scene & Spotting an illusion spell & Finding the best con target at a banquet \\ + Wyldcrafting & Wrestling a~boar & Untying a~horse's bridle & Fleeing a stampede & Planning a new, hidden trail & Foraging for a quick meal & Selling vegetables \\\hline \end{tcolorbox} diff --git a/gm.tex b/gm.tex index fad8e0435c9f5080aa9a563deb9575599ddaa396..a60f0dac35cea6717dae6dbce7db6c927a6fa256 100644 --- a/gm.tex +++ b/gm.tex @@ -52,7 +52,7 @@ A good rule of thumb is to make as few decisions as possible, and let yourself f \subsubsection{Let Players `Ruin' the Adventure} Encounters don't have to play through like you think they do. -If the players flood a dungeon, cast a fireball at the king, or raise their Beast Ken and Aldaron so high they can enchant every wild creature they will ever encounter, take a break, re-examine the situation, and go from there. +If the players flood a dungeon, cast a fireball at the king, or raise their Wyldcrafting and Aldaron so high they can enchant every wild creature they will ever encounter, take a break, re-examine the situation, and go from there. Perhaps dungeon has a high-point which isn't flooded, or perhaps it's flooded forever, and nobody will see that treasure again. Perhaps the party have to become outlaws, and every future adventure has to take this into account. @@ -743,19 +743,11 @@ Therefore, rolling a 13 when trying to understand a talisman means one understan \subsection{Athletics} -\paragraph{Climb a wall} -- Speed + Athletics. +\paragraph{Climbing} -- Speed + Athletics. \paragraph{Planning the best climb up a mountain} -- Intelligence + Athletics. A successful roll can lower the TN for others scaling a mountain equal to a third of the roll's Margin. -\subsection{Beast Ken} - -\paragraph{Calm an animal} -- Charisma + Beast Ken vs animal's Wits + Aggression. - -\paragraph{Taming a Horse} -- Intelligence + Beast Ken vs Horse's Wits + Aggression. - -\paragraph{Wrestling a pig} -- Strength + Beast Ken, vs pig's Strength + Aggression. - \subsection{Crafts} \paragraph{Breaking in a door} -- Strength + Crafts, \gls{tn} 10. @@ -830,11 +822,13 @@ Each margin cures 1 \glspl{fatigue} caused by poison by the end of the scene. \end{figure*} -\subsection{Survival} +\subsection{Wyldcrafting} \paragraph{Building a shelter} -- Intelligence + Survival, TN 11. Each point on the Margin allows an additional person to sleep inside the shelter. +\paragraph{Calm an animal} -- Intelligence + Wyldcrafting vs animal's Wits + Aggression. + \index{Gathering Food}\index{Food} \paragraph{Gathering Food} -- Wits + Survival. Groups can forage while on the road, but taking a resting action requires devoting a full segment of the day to focussing on foraging (see page \pageref{daytimes}). @@ -854,10 +848,11 @@ Of course, these fast excursions from the path, to check out anything that happe Marshes are \gls{tn} 13. \end{itemize} + 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. -\paragraph{Climbing a tree} -- Speed + Survival, TN 8. +\paragraph{Taming a Horse} -- Intelligence + Wyldcrafting vs Horse's Wits + Aggression. \subsection{Tactics} diff --git a/spheres.tex b/spheres.tex index e948d69ba5c7c9eecda5b73afa611110ef852280..3683e2efc0dc60f206ab6b648eb3f040ad9d68f7 100644 --- a/spheres.tex +++ b/spheres.tex @@ -53,12 +53,13 @@ The elves are intimately familiar with this sphere, and usually refer to it as a \spelllevel \label{forestsong} -\spell{Forest Song}{Continuous}{Beast Ken}{Enchant animals as per levels 1-3 of Enchantment} +\spell{Forest Song}{Continuous}{Empathy}{Enchant animals as per levels 1-3 of Enchantment} \noindent Novices of Aldaron can befriend any beast, make them confused, send them to sleep or send them into a blind panic. Passive mammals such as sheep are easy to target while aggressive or strange creatures can be very difficult to get to grips with. -The \gls{tn} for this spell is 7 plus the target beast's Wits + Aggression Skill (the Skill which replaces Combat for beasts). The caster rolls their Intelligence + Beast Ken. For example, a creature with Wits +1 and Aggression +2 would be at \gls{tn} 10 to affect. +The \gls{tn} for this spell is 7 plus the target beast's Wits + Aggression Skill (the Skill which replaces Combat for beasts). The caster rolls their Intelligence + Empathy Skill. +For example, a creature with Wits +1 and Aggression +2 would be at \gls{tn} 10 to affect. Mages can use this magic to make animals easier to train, although most animals are not particularly useful -- they cannot tell the mage important information or understand simple commands. @@ -67,7 +68,7 @@ Umber hulks, bears, birds, et c. -- all can be affected with the language of the However, mammals are the easiest to work with. The \gls{gm} should add to the \gls{tn} to affect birds, insects and other non-mammalian creatures. -Forest Song replicates the first three levels of the Enchantment Sphere but the targets are beasts rather than people, the caster always uses the Beast Ken Skill. +Forest Song replicates the first three levels of the Enchantment Sphere but the targets are beasts rather than people, the caster always uses the Empathy Skill. \spell{Plantform}{Continuous}{Survival}{Change a plant's natural adult form}\\ Young plants have a natural destinty. @@ -133,16 +134,18 @@ Weather-workers can summon an air bubble anywhere within range, with a diameter Any projectiles targeted at the airbubble lose a lot of their power -- arrows, and fireballs both become a little impotent when faced with it. It provides a total \gls{dr} of \arabic{spelllevel} + Intelligence against all ranged attacks. -\spell{Spell Song}{Continuous}{Beast Ken}{Enchant animals as per levels 4-5 of Enchantment} +\spell{Spell Song}{Continuous}{Empathy}{Enchant animals as per levels 4-5 of Enchantment} -With an additional level added, the spell can replicate all five levels of the Enchantment sphere, but retains the exception that the only Skill used is Beast Ken. +With an additional level added, the spell can replicate all five levels of the Enchantment sphere, but retains the exception that the only Skill used is Empathy. The animals targeted by this spell do not become any smarter, unless the enhancement \textit{Sentient} is used with the spell. \spelllevel -\spell{Forest's Call}{Continuous}{Beast Ken}{Mark someone for a monster encounter}\\ +\spell{Forest's Call}{Continuous}{Deceit}{Mark someone for a monster encounter}\\ \label{forestsCall}% -The caster makes a call to the forest to come and attack the nearby target. If the target is a player, the \gls{gm} rolls \arabic{spelllevel} times plus the caster's Intelligence on the local encounter table, and the \gls{pc} faces all encounters within the next day, and typically within the next scene. The \gls{gm} is encouraged to combine all encounters into one. +The caster makes a call to the forest to come and attack the nearby target. +If the target is a player, the \gls{gm} rolls \arabic{spelllevel} times plus the caster's Intelligence on the local encounter table, and the \gls{pc} faces all encounters within the next day, and typically within the next scene. +The \gls{gm} is encouraged to combine all encounters into one. If the target is an \gls{npc}, they lose \arabic{spelllevel} \gls{fp} + the caster's Intelligence. If this leaves the target on 0 \gls{fp}, the target meets with an unfortunate accident next time they enter a natural environment, and dies. @@ -255,7 +258,8 @@ Those who fail, fall over, becoming \textit{prone}.% \footnote{See page \pageref{prone} for falling prone.} Some kind of liquid must be in the right place for the spell to work. -Casters acting quickly often carry their own water. Throwing water requires 8 initiative for using an item, as usual. +Casters acting quickly often carry their own water. +Throwing water requires 8 initiative for using an item, as usual. \spell{Purify Air}{Continuous}{Survival}{Clear air in a small area}\\ Smoke, fog, or any other substance can be purified. @@ -343,7 +347,7 @@ Those inside a dream can use any spell, as long as their relevant Skill is equal Someone with Empathy 2 could use the Enchantment spells \textit{Calm}, and \textit{Focus}, but not \textit{Sleep} (as this is a level 3 spell.) Spells which have variable Skills, such as \textit{illusion}, are generally available. - Someone with Beast Ken would be able to cast illusions of animals, and someone with Crafts would be able to make an illusion of a chest. + Someone with Wyldcrafting would be able to cast illusions of animals, and someone with Crafts would be able to make an illusion of a chest. Everyone's total \glspl{mp} determine their Metamagic ability, as usual. }{} @@ -460,7 +464,9 @@ The caster might look deeply into the target's eyes and force them to hear music In all cases a successful illusion will be complete, and the target will make every provision to interact realistically with the imaginary thing, be it a creature, an object or weather condition. It could even be something stranger, such as a box containing a spider's voice, or a statue of a sunrise which glows in unknown colours. -The caster and target make a resisted roll: the caster uses their Intelligence + some Skill relevant to the illusion being created. A caster making a dragon might use Ether Lore, while making an illusory cow would require Beast Ken. The target resists with their Wits and the same Skill as the caster. +The caster and target make a resisted roll: the caster uses their Intelligence + some Skill relevant to the illusion being created. +A caster making a dragon might use Ether Lore, while making an illusory auroch would require Wyldcrafting. +The target resists with their Wits and the same Skill as the caster. The \gls{gm} should make this roll for players, in secret. The target gains a bonus to resist (or the caster takes a penalty) if the illusion is particularly unbelievable (such as a bizarre object or an unexplained dragon). Targets also gain a penalty to resist if they suspect that magic is being used to trick them, which often becomes obvious if lots of people around are insisting that rats are not in fact biting off their toes. @@ -1174,7 +1180,7 @@ The undead are completely immune to the Polymorph sphere. \spelllevel -\spell{Chimaera}{Continuous}{Beast Ken}{The caster copies stats from an animal, gaining Lv points in Str, Spd, Wts or DR.}\\ +\spell{Chimaera}{Continuous}{Wyldcrafting/ Caving}{The caster copies stats from an animal, gaining Lv points in Str, Spd, Wts or DR.}\\ \noindent A polymorphing mage can copy the whiskers from a mouse, a bull's thick skin, and later copy a full species. @@ -1199,7 +1205,7 @@ Characters who gain in Strength will find the armour becomes too tight, and will \spelllevel -\spell{Beast Form}{Continuous}{Beast Ken}{Transform into an animal. Int + Beast Ken.}\\ +\spell{Beast Form}{Continuous}{Wyldcrafting/ Caving}{Transform into an animal. Int + Wyldcrafting.}\\ The caster targets an animal, and copies it completely. The closer an animal is to the caster, physically, the easier they can copy it. @@ -1210,14 +1216,14 @@ A bird has Strength -5, so that's a different of 3. The bird's Speed is +3, so that's a difference of 2, for a total of 5. }{} The spell can breach a `point-distance' equal to twice the spell's Level, plus the caster's Intelligence. -The caster rolls with Intelligence + Beast Ken, and must reach a \gls{tn} of 7 plus the number of Attribute points required to bridge the gap. +The caster rolls with Intelligence + Wyldcrafting (or Caving), and must reach a \gls{tn} of 7 plus the number of Attribute points required to bridge the gap. \iftoggle{verbose}{% A caster with Intelligence +2 could bridge up to 6 Attribute points. Returning to the example above, the \gls{tn} would be 12. In general, larger casters find it easier to become bears and warthogs, while smaller casters find it easier to become birds or rats. }{} -\spell{Chimaera Curse}{Continuous}{Beast Ken}{Give any target animalistic features. Int + Beast Ken.}\\ +\spell{Chimaera Curse}{Continuous}{Wyldcrafting/ Caving}{Give any target animalistic features. Int + Wyldcrafting.}\\ The target caster gives someone else the abilities of a creature, as per the \textit{Chimaera} spell, above. This spell can target both a person and an animal if cast with the \textit{Wide} Enhancement, or can take the animal features from the \textit{Form Ken} spell. @@ -1228,7 +1234,7 @@ Malicious casters often use this spell to create hideous beasts out of normal an }{}% When normally peaceful animals, such as deer, gain traits from predators, they develop violent and carnivorous tastes to match. -\spell{Form Ken}{Instant}{Beast Ken}{Memorize the form of an animal.}\\ +\spell{Form Ken}{Instant}{Medicine}{Memorize the form of an animal.}\\ The caster takes a mental snapshot of the target, forever memorizing its form. From that point on, the caster can transform into the animal with any other Polymorph spell, or transform others into that animal. @@ -1238,7 +1244,7 @@ The target only counts if the player records it on their character sheet. \spelllevel -\spell{Beast Curse}{Continuous}{Beast Ken}{Transform someone into an animal}\\ +\spell{Beast Curse}{Continuous}{Wyldcrafting/ Caving}{Transform someone into an animal}\\ The target becomes any animal which the caster has memorized with \textit{Form Ken}. The same rules for \textit{Beast Form} apply, so the target must be with `Attribute range' of the animal they can transform into.