diff --git a/gm.tex b/gm.tex index e2f34ea1cf4a359555a4391589cafa257b77029b..5ba6ca0626cc92c4a5e5e05ca8d13aed255c7df8 100644 --- a/gm.tex +++ b/gm.tex @@ -815,11 +815,33 @@ Each margin cures 1 \glspl{fatigue} caused by poison by the end of the scene. \paragraph{Planning a hidden route into a castle} -- Intelligence + Stealth. +\begin{figure*}[t] + + \begin{nametable}[ccX]{Gathering Table} + Tundra & Open Forest & Result \\\hline + 11 & 10+ & Food for one, +1 per margin. \\ + 10 & 9 & Nothing found. \\ + 8-9 & 8 & Lost: make a navigation roll (below), or wander in the wrong direction. \\ + 7 & 6-7 & Accidental foxglove: gain 3 \glspl{fatigue} due to vomiting. \\ + 6 & 5 & Creature encounter -- the DM rolls $2D6 + 6$ on the local encounter table. \\ + 5 & & Snake bite: gain $1D6+4$ \glspl{fatigue}. \\ + 4 & 4 & Wrong mushroom: gain 3 \glspl{fatigue} after 2 scenes. \\ + & 3 & Snake bite: gain $1D6+2$ \glspl{fatigue}. \\ + < 4 & < 3 & Slowburn ivy: gain 2 \glspl{fatigue} each scene until you find a cure (Intelligence + Medicine, \gls{tn} 8. \\ + \end{nametable} + +\end{figure*} + \subsection{Survival} \paragraph{Building a shelter} -- Intelligence + Survival, TN 11. Each point on the Margin allows an additional person to sleep inside the shelter. +\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}). +Of course, these fast excursions from the path, to check out anything that happens to catch their eye, can lead to quick decisions, or even to encounters with wandering beasts. + \paragraph{Navigation} -- Intelligence + Survival. \index{Navigation} \index{Marching} @@ -839,9 +861,6 @@ If the roll is an 8, the actual journey would be 18 miles. \paragraph{Climbing a tree} -- Speed + Survival, TN 8. -\paragraph{Gathering food} -- Intelligence + Survival, TN 9. -Each margin grants an additional day's food for one person. - \subsection{Tactics} \paragraph{Planning an open battle} -- Intelligence + Tactics, TN 7 vs opponent's Wits + Tactics. diff --git a/rules.tex b/rules.tex index 214f879a495d5884da176612155bd2e661ad0dc7..3c80b565202112c75595d83db7d22a660c038598 100644 --- a/rules.tex +++ b/rules.tex @@ -472,6 +472,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ Ink bottle & & 5 cp \\ Iron rations & -2 & 10 cp \\ + \index{Food}\index{Rations} Lantern & -2 & 3 sp \\ @@ -673,6 +674,7 @@ If a player has an \gls{adventuringequipment} item, they can decided to describe \item{Medical equipment} \item{Mirror} \item{Rations for a day} +\index{Food}\index{Rations} \item{Rope} \item{Tinder box} \item{Torch} @@ -731,6 +733,7 @@ All that matters is that a \gls{round} is a period of time in which people attem Most of the time, actions will not occur through \glspl{round} but rather scenes. A scene is just any unit of time in which the \glspl{pc} take on a task or two, usually within a single area. We track scenes only because a few game effects occur at the end of each scene -- mostly these are narrative effects such as regaining \glspl{fp}\footnote{See page \pageref{fate_points}.} in order to regain plot-immunity from Damage. The scene lasts until the \gls{gm} says that it's over. \subsubsection{Day} +\label{daytimes} We divide days into four parts -- morning, afternoon, evening and night. These areas are broadly there for rests -- anyone resting for one of these periods can heal \glspl{fatigue}.%