diff --git a/cc.tex b/cc.tex index 6c0371d29945c1419d5004f75f2cd66597f8a52d..c61e158b3e97f41dfac0401e585c0247a45214cb 100644 --- a/cc.tex +++ b/cc.tex @@ -13,7 +13,7 @@ Once you think you know what kind of character lies on your character sheet, you Characters are defined by \glspl{trait}, and the two main types are \glspl{attribute} and \glspl{skill}. Attributes are innate \glspl{trait}, deeply tied to who the \gls{pc} is. The Physical \glspl{attribute} used here are \textit{Strength, Dexterity, and Speed}, and the Mental \glspl{attribute} are \textit{Intelligence, Wits, and Charisma}. -\glspl{skill}, meanwhile, are things the \gls{pc} learns. +\glspl{skill}, meanwhile, are things the character learns. Typically, players take actions by rolling two six-sided dice (``$2D6$'') and adding a \gls{trait} and a \gls{skill} to the result. If you roll high enough, you succeed. @@ -180,11 +180,20 @@ Strength represents a character's muscles -- their ability to endure, to take da \subsubsection{Speed} -Speed represents a character's movement, how fast they attack, how often they can attack and how quickly they can run. Since it allows characters to flee dangerous situations, a group can be held back by its slowest member. A low Speed Bonus in a weak person might simply represent small muscles, while a low Speed Bonus in someone with an excellent Strength Bonus might mean the character is particularly fat. Speed might also be used in situations where a character's muscle to weight ratio are important, such as when climbing up a cliff or holding onto a ledge for a prolonged period of time. +Speed represents a character's movement, how fast they attack, how often they can attack and how quickly they can run. +\iftoggle{verbose}{% +Since it allows characters to flee dangerous situations, a group can be held back by its slowest member. +A low Speed Bonus in a weak person might simply represent small muscles, while a low Speed Bonus in someone with an excellent Strength Bonus might mean the character is particularly fat. +Speed might also be used in situations where a character's muscle to weight ratio are important, such as when climbing up a cliff or holding onto a ledge for a prolonged period of time. +}{} \subsubsection{Dexterity} -Dexterity represents someone's hand-eye coordination and natural grace. It's used to dodge, parry, block and also to aim projectile weapons. It is slightly less visible than the other Body Attributes, but can still be seen as people are moving, especially when movement becomes difficult, as when hopping across challenging and changeable terrain. +Dexterity represents someone's hand-eye coordination and natural grace. +It's used to dodge, parry, block and also to aim projectile weapons. +\iftoggle{verbose}{% +It is slightly less visible than the other Body Attributes, but can still be seen as people are moving, especially when movement becomes difficult, as when hopping across challenging and changeable terrain. +}{} \subsection{Mind Attributes} @@ -196,7 +205,12 @@ Intelligent characters understand ideas, remember well and always come prepared. \subsubsection{Wits} -Where intelligence represents how well a character thinks, Wits just tells you how fast they think. The character's ability to observe, to tell enemy from friend, to spot people hiding in the bushes, to notice an off taste in that poisoned casserole or to just spot the perfect joke for the occasion are all covered under Wits. Wits is also the primary Attribute for resisting magical enchantments. Wits is the only Mind Attribute available to animals. +Where intelligence represents how well a character thinks, Wits just tells you how fast they think. +The character's ability to observe, to tell enemy from friend, to spot people hiding in the bushes, to notice an off taste in that poisoned casserole or to just spot the perfect joke for the occasion are all covered under Wits. +\iftoggle{verbose}{% +Wits is also the primary Attribute for resisting magical enchantments. +Wits is the only Mind Attribute available to animals. +}{} \subsubsection{Charisma} @@ -627,7 +641,7 @@ Those fighting could be forced to continue until they die from a sword or drop d \subsection{Rogue}\index{Rogue} -Rogues begin with Combat 1, 10 \glspl{fp}, Stealth 2, Larceny 1 and the Knack: Perfect Sneak Attack. +Rogues begin with Combat 1, 10 \glspl{fp}, Stealth~2, Larceny~1 and the Knack: Perfect Sneak Attack. If they have a Body Attribute at -1, raise it by one level. If not, purchase one level of the Deceit Skill. @@ -727,8 +741,8 @@ After progressing, particularly pious fighters can gain a level or two in Fate, {0}}% CHARISMA {0}% DR {2}% COMBAT -{Academics~1, Deceit~1, Tactics~1\Path{Divinity}{Fate 2}\knacks{\adrenalinesurge, \finishingblow}}% SKILLS -{\longsword, \partialchain, \bucklar, 2 x adventuring equipment}% EQUIPMENT +{Academics~1, Deceit~1, Tactics~1\Path{Divinity}{Fate 2}\knacks{\adrenalinesurge, \charge}}% SKILLS +{\greatsword, \partialchain, \bucklar, 2 x adventuring equipment}% EQUIPMENT {\mana{2}\addtocounter{fp}{10}} \subsubsection{Ranger}\index{Ranger} diff --git a/rules.tex b/rules.tex index 71160c949e08889d72bfd756e97128aaa202eb00..0fdd31a2422745ce61ee8bda2ccd27d9f942764b 100644 --- a/rules.tex +++ b/rules.tex @@ -321,13 +321,17 @@ Only the last 5 ghouls count, bringing 10 \gls{xp} in total. Dividing this amon If players need to discount multiple adversaries, they are counted from highest to lowest \gls{xp} value. +\iftoggle{verbose}{ \subsection{Spending \gls{xp}} -Each additional level of a Trait has a steeply progressive cost. The costs represent buying the next level; the first level of a school of magic costs 15 and the second costs 20 -- buying up to the second level costs 35 \gls{xp} in total. Knacks work similarly, where the first Knack costs only 5 \gls{xp}, but the second Knack a Player purchases costs 10, and so on, with each additional Knack costing an additional 5 \gls{xp}. +Each additional level of a Trait has a steeply progressive cost. +The costs represent buying the next level; the first level of a school of magic costs 10 and the second costs 15 -- buying up to the second level costs 25 \gls{xp} in total. +Knacks work similarly, where the first Knack costs only 5 \gls{xp}, but the second Knack a Player purchases costs 10, and so on, with each additional Knack costing an additional 5 \gls{xp} cumulatively. -\iftoggle{verbose}{ \sidepic{Roch_Hercka/xp-1}{\label{roch:xp1}} -}{} +}{ + \subsection{Maximum Traits} +} Attributes have a standard maximum of +3 and minimum of -3. This is adjusted by race, so for instance elves have a +1 bonus to Wits but -1 to Strength, so their maximum Strength score would be 2 and the minimum -4, while the maximum Wits is +4 and the minimum -2. @@ -594,18 +598,24 @@ Quadrupeds can run at double the standard speed when going full pace, so horses \settoggle{examplecharacter}{true} \horse +Characters can significantly improve their average travel-times with a horse, covering 25 miles per day without tiring. + \settoggle{examplecharacter}{true} \warhorse +War horses aren't much faster than regular horses, but they won't become so easily frightened when danger approaches. + \settoggle{examplecharacter}{true} \huntingdog[\npc{\A}{Hunting Dog}] +Hunting dogs are mostly useless in warfare, but they make excellent watchmen. + \subsection{Weight \& Encumbrance}\index{Weight}\index{Encumbrance} \label{weightrating} We measure weight in broad terms. Characters have a \gls{weightrating} equal to their \gls{hp}, so elves tend to have 5, while humans tend to have a \gls{weightrating} of 7. -Items work similarly, with \gls{weightrating} between -4 (for very light items) and +11 (for wardrobes, carts, and boulders). +Items work similarly, with \gls{weightrating} between -4 (for very light items), through +11 (for wardrobes, carts, and boulders), and so on. \iftoggle{verbose}{ \pic{Roch_Hercka/dwarf_encumbrance}{\label{roch:dwarf}}