From 80a22482b2188f0f7cc60a747f35e3c6137b98b8 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Sun, 12 May 2024 08:41:29 +0200 Subject: [PATCH] edit systems --- systems.tex | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) diff --git a/systems.tex b/systems.tex index d995527f..caa6723f 100644 --- a/systems.tex +++ b/systems.tex @@ -24,7 +24,7 @@ However, each boon increases the \gls{tn} by 1. \begin{itemize} \item - Inflict 1 more \gls{ep} on the target over \pgls{interval}. + Inflict \pgls{ep} more per \pgls{interval}. \item Increase the number of \glspl{interval} the poison will work for. \item @@ -33,14 +33,17 @@ However, each boon increases the \gls{tn} by 1. Increase the shelf-life of the poison by a week. \end{itemize} -A poison 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 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 could indicate a completed sword, with a shattered mould. +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. @@ -80,7 +83,7 @@ Deep underground, where long caverns spread like veins, the logistics of travel Fewer monsters wander through them, because fewer plants grow there. \makeRule{black_walking}{Black-Walking}{Dexterity}{Caving}{8} -Despite every caver insisting on a good supply of torches and candles, they all end up feeling the ground in the dark eventually. +Despite every caver insisting on a good supply of torches and candles, they all end up feeling the ground in the dark while cursing \gls{yonder} eventually. Those who know their environment have a knack for crawling efficiently, feeling the surroundings through their fingertips and beards, and remembering every passage they took in the light simply through the sounds of their own breathing echoing uniquely in every cavern-segment. \index{Black Walking} \index{Caving!Black Walking} @@ -135,6 +138,8 @@ 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} Caverns offer all manner of impediments, from sudden drops to falling debris, and passages full of water. @@ -527,10 +532,10 @@ They may take it as an opportunity for a grand speech, or may prefer to simply d Asking for `roleplaying' in order to make an encounter go smoothly tells players never to interpret failures, which is a great loss. -\begin{quotation} +\begin{speechtext} Rolling a total of `1' won't get you into the keep. What exactly does Corbelch say to the guards? -\end{quotation} +\end{speechtext} This method of players rolling before roleplaying to indicate their roll gives value to the social characters' Traits and legitimacy to the antics of more socially clumsy players saying all the wrong things. The roll of the dice also acts as a way of saying `I am about to speak', so people can pace conversation without interruption. -- GitLab