diff --git a/combat.tex b/combat.tex index ae113d91bd619718d0350046f5098f2c9381c49a..a143bb3baabd3164572d5aae2ca236ee270ff364 100644 --- a/combat.tex +++ b/combat.tex @@ -157,12 +157,6 @@ You might block the attacks of three fighters, but after that everyone becomes t \initiativechart -\subsection{Movement}\index{Movement} - -By spending two Initiative, characters can run as a Quick Action, acting before all other actions. Characters can run 3 squares plus their Speed Bonus during this time. This movement can be chopped up into any number of pieces -- once the Initiative is spent, a character with Speed +1 might run only one square, then 2 more, then 1 more square later. - -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}{ \begin{tcolorbox}[title=Dicey Damage] @@ -177,6 +171,13 @@ If you don't own a D14, then simply add +1 Damage to all Damage totals above +3. \end{tcolorbox}}{} +\subsection{Movement}\index{Movement} + +By spending two Initiative, characters can run as a Quick Action, acting before all other actions. Characters can run 3 squares plus their Speed Bonus during this time. This movement can be chopped up into any number of pieces -- once the Initiative is spent, a character with Speed +1 might run only one square, then 2 more, then 1 more square later. + +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. + + \subsection{Hit Points} \index{Hit Points}Each character has a number of HP equal to 6 plus their Strength Bonus. Small gnomes typically have 4 HP while big, strong humans typically have 7. Losing even a single HP means the character has suffered serious Damage. A long fall might have broken the character's bone. A dagger could have slashed open several veins. Characters do not have many HP so losing even one is a serious matter. @@ -373,13 +374,9 @@ Complete leather armour would have a \gls{weightrating} of 1, rather than 0, and When attacking an opponent in armour, it is possible to make a shot so precise as to get a gap in a helmet, strike an opponent in the eye or slide a blade between overlapping plates. To get a Vitals Shot, one simply needs to roll high enough over the creature's regular \gls{tn} and all armour (meaning \gls{dr}) can be ignored. -For partial armour, anyone rolling a Margin of 3 (i.e. 3 points above the \gls{tn}) ignores the \gls{dr} from the armour. If the regular \gls{tn} is 8 then any roll of 11 or greater counts as a Vitals Shot. Complete armour requires a Margin of 5 to ignore the armour, so if the \gls{tn} were 10 then a Strike would require a total of 15 to bypass the armour. Perfect armour cannot be bypassed by a sufficiently high roll. + \sidejpg{Roch_Hercka/vitals_shot.jpg}{\label{roch:vitals}} -\iftoggle{verbose}{ -\vfill\null - \noindent\includegraphics[width=.9\linewidth]{images/Roch_Hercka/vitals_shot.jpg} - \label{roch:vitals} -}{} +For partial armour, anyone rolling a Margin of 3 (i.e. 3 points above the \gls{tn}) ignores the \gls{dr} from the armour. If the regular \gls{tn} is 8 then any roll of 11 or greater counts as a Vitals Shot. Complete armour requires a Margin of 5 to ignore the armour, so if the \gls{tn} were 10 then a Strike would require a total of 15 to bypass the armour. Perfect armour cannot be bypassed by a sufficiently high roll. Many creatures have a \gls{dr} from natural armour, representing especially thick skin or some other immunity to Damage. Natural armour always counts as Complete armour unless otherwise specified, because it covers almost all of the body, but often leaves weak spots open such as the eyes or the kneecaps. diff --git a/magic.tex b/magic.tex index a1ab25169144a19405977dac6cd1309cf52e2253..155e4939281519665b70dcdd7d1307b4bb11e966 100644 --- a/magic.tex +++ b/magic.tex @@ -189,6 +189,13 @@ Forest's Friendship replicates the first three levels of the Enchantment Sphere \label{light} \spell{Light}{Continuous}{Survival}\\ + +\iftoggle{verbose}{ + + \noindent\includegraphics[width=\linewidth]{images/Roch_Hercka/flashing_light.jpg} + \label{roch:light} +}{} + The mage casts a dim light, about the strength of a torch, which floats around a single point (but never very steadily). This light can blind an opponents in the darkness by casting it directly in their face. Anyone having the werelight flare up in their face becomes blinded for a number of rounds equal to the spell's level minus the target's Wits Bonus. @@ -198,12 +205,6 @@ The blindness can be automatically avoided by anyone who was Keeping Edgy (see p Undead are terrified of this light. Those affected by the spell make a Wits + Aggression roll, \gls{tn} 7 plus the caster's Intelligence + Survival. -\iftoggle{verbose}{ - - \noindent\includegraphics[width=\linewidth]{images/Roch_Hercka/flashing_light.jpg} - \label{roch:light} -}{} - \spell{Plantform}{Continuous}{Survival}\\ Young plants have a natural destinty. With this spell, a plant's destined form can be changed. diff --git a/paths.tex b/paths.tex index d7ae87ff5894fab3fa35aa723e945c7337b83732..f0646c63d01cd2dbd840207ea88dedc72446d9d2 100644 --- a/paths.tex +++ b/paths.tex @@ -107,6 +107,8 @@ Each type of devotion has its own mana stone. See the individual references on \begin{multicols}{2} + \sidejpg[6]{Roch_Hercka/dwarvish_runes.jpg}{\label{roch:runes}} + \noindent Dwarves are skilled in the art of summoning magics through carving elaborate runes. Typically they are chiselled, but it is possible to simply `paint a spell' onto a surface. When spells are summoned, the runes glow -- whether carved or painted -- then giant, ghostly runes can be seen dancing around the source of the spell. @@ -133,11 +135,6 @@ Runes can never be cast in a subtle way. All castings will be entirely obvious. Rune casters mana stones are, of course, runic carvings, and can never be painted onto anything. -\iftoggle{verbose}{ - \noindent\includegraphics[width=\linewidth]{images/Roch_Hercka/dwarvish_runes.jpg} - \label{roch:runes} -}{} - \end{multicols} \section{The Path of Song}