diff --git a/actions.tex b/actions.tex index 4e36409309a336937d094247be0a36ce1cbc3870..c5844dbd1f1016fea90ade887b359cff42336a46 100644 --- a/actions.tex +++ b/actions.tex @@ -106,7 +106,6 @@ Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1. \subsection{Empathy} \paragraph{Judging services} -- Wits + Empathy, \gls{tn} 9. -\footnote{See page \pageref{services} for more on purchasing services.} It's never easy knowing whom to hire. Every time someone hires someone as part of a service, they should make a roll. @@ -142,7 +141,7 @@ Thieves, brigands, and illegal adventurers cannot work with just anyone who wand Dangerous jobs require a level of trust. Charismatic characters who show care and understanding stand a much better chance of hiring help. -Any attempt to hire services which put someone in danger should require a roll (see page \pageref{services}). +Any attempt to hire services which put someone in danger should require a roll. This includes murder, crafting poisons, selling illegal items, et c. As above, players can spend \glspl{storypoint} to automatically gain such a contact, and once someone works for the players with one job, they can work in another. diff --git a/charts.tex b/charts.tex index 71900d26a90d82cbea159d8aeec6c8d1ce87cba3..5d8427a525ddd78ac47bccc574d1a4ff6972d498 100644 --- a/charts.tex +++ b/charts.tex @@ -336,75 +336,6 @@ \end{nametable} } -\newcommand{\servicesChart}{ - -\begin{tcolorbox}[tabularx={XX},title=Services,bottom=10pt,left=3pt,right=3pt,code={\rowcolors{2}{}{gray!10}}] - - \textbf{Apothacary} & 1 \gls{sp} / level of Intelligence + Medicine \\\hline - - Poison cure & 1 \gls{sp} \\ - - Poison & 4 \gls{sp} \\\hline - - \textbf{Fence} & \\\hline - - Common item & 20\% of the item's total value \\ - - Identifiable valuables & 40\% of the item's total value \\ - - Magical item & Varies considerably, 50\% chance the item is refused \\\hline - - \textbf{Boat Trip} & \\\hline - - Popular trading route & $2D6-2$ \gls{sp} (reroll each day) \\ - - Standard stream & $3D6$ \gls{cp} \\\hline - - \textbf{Guide} & 150 \gls{cp}/ day \\\hline - - Inner villages & 50 \gls{cp} \\ - Near the \gls{edge} & 5 \gls{sp} \\ - Beyond the \gls{edge} & 15 \gls{sp} \\ - - \hline - \textbf{Hospitality} & \\\hline - - Public House & 0 \gls{cp} \\ - - Meal & 5 \gls{cp} \\ - - Barn with breakfast & 10 \gls{cp} \\ - - City Inn & 40 \gls{cp} \\ - - Fancy Room & 1 \gls{sp} \\\hline - - \textbf{Minstrel} & 15 \gls{cp}/ performance \\\hline - - Large audience & 500 \gls{cp} \\ - - Massive audience & 1 \gls{gp} \\ - - Creating a new song & 2 \gls{sp} \\ - - Illegal song & 5 \gls{sp} \\\hline - - \textbf{Sellsword} & 10 \gls{sp}/ day \\\hline - - Opponent & \gls{xp}$^3$ \gls{sp} \\ - - Illegal Murder & 10 \gls{sp} \\\hline - - \textbf{Tracker} & 5 \glspl{sp} / day \\\hline - - Inner villages & 1 \gls{sp} \\ - Near the \gls{edge} & 10 \gls{sp} \\ - Beyond the \gls{edge} & 20\gls{sp} \\ - \hline - -\end{tcolorbox} -} - \newcommand\stackingDamageChart{ \begin{nametable}[l|YYYYYYYYYY]{Damage Conversion} diff --git a/rules.tex b/rules.tex index b72bd8870a7c7c23d5e4cbec4638e2c2772332fa..14b71f048596a2b0b80a26ee1cd3e5b9cbd069ee 100644 --- a/rules.tex +++ b/rules.tex @@ -397,26 +397,6 @@ Items carried in only one hand count as having +2 to the \gls{weightrating}, so Characters cannot carry any item which gives them a -5 Encumbrance rating or higher. They can, however, drag items with up to a \gls{weightrating} of up to 10 points above their Strength Attribute (rough surfaces can increase the requirement substantially). -\begin{figure*}[t!] -\servicesChart -\end{figure*} - -\subsection{Services} -\label{services} - -Money can buy you more than things. In fact, for the right money in a large city, characters can buy a full entourage. Villages, however, will not admit of the same opportunities. - -The costs above show the starting price for a few services, plus additional fees for the details. -For example, hiring a guide for an uncharted and dangerous area for 5 days would cost 800 \glspl{cp}. - -The \gls{guard} regularly form an exception to these service charges, as people expect them to work wherever they're sent, so they regularly undercharge or simply refuse to work. - -Hiring someone generally requires a Wits + Empathy roll, \gls{tn} 7, to determine their capability. -Failure means that this person is useless. -Perhaps they want to work with you because they have no idea how bad they are at their job, or perhaps they simply want to rip you off. - -The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret. - \end{multicols} \section{Time \& Space}