@@ -255,7 +255,9 @@ Vigilance +2 might indicate a very shifty and paranoid person, while Athletics +
Finally, experts with a score of +3 are very rare.
A +3 bonus to Stealth indicates someone who has rare insights and keen instincts when it comes to going unnoticed, while someone with mastery of the Empathy Skill could talk a beggar into giving their hat away.
\iftoggle{verbose}{
For examples of skill use, see page \pageref{skill_uses}.
@@ -92,6 +93,7 @@ Each \gls{round} you select your tactics anew and have a range of options for ma
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}{}
\section{Basic Combat}
\begin{multicols}{2}
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@@ -206,7 +208,9 @@ For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage,
That makes the \gls{tn} 7 for the Vitality Check.
A failed Vitality check means that the character is dead.%
\footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.}
\iftoggle{verbose}{%
\footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.}%
}{}
A successful one means that the character is unconscious for the remainder of the scene but alive.
At the end of the scene they can make further Vitality Checks to see if they wake up.
When waking up, all actions relying on movement take a penalty equal to the number of \gls{hp} beyond 0 the character has lost.
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@@ -995,16 +999,23 @@ His Sneak Attack gives him +4 to strike the ogre - which he does - and +2 Damage
\begin{multicols}{2}
\noindent
\iftoggle{verbose}{%
Unsure if your \glspl{npc} want to fight? Roll their Combat or Aggression Skill at \gls{tn} 6.
Most combats will end with one side or the other running away -- few troops want to fight to the last man when they could potentially be safe at home by the end of the day. At the start of each \gls{round}, the \gls{gm} rolls a morale check for the enemy if they think the enemy have a good reason to flee.
The players do not take morale checks -- they decide when it's time to run away by the look of the situation. Usually a good time is when all the \gls{fp} have run out.\footnote{The \glsentrytext{gm} may also wish to cut all Morale checks for any \glspl{npc} with remaining \glsentrytext{fp}.}
}{%
Before each round of combat, the \gls{gm} rolls a Morale Check for \glspl{npc} at \gls{tn} 6, using their Combat or Aggression Skill, along with the following modifiers.
If the \glspl{npc} fail the roll, they attempt to flee, otherwise, they fight.
}
\moralechart
\iftoggle{verbose}{%
Morale checks are rolled at \gls{tn} 6 with a character's Combat Skill (or Aggression Skill if the character is an animal). As usual, the \gls{gm} rolls for an entire group with one roll. If the characters have just attacked a group of 10 hobgoblins and injured 3 then the troop will roll at \gls{tn} 6 to see if they should flee, but the injured 3 hobgoblins roll at \gls{tn} 8.
If the final result is a 7 then the three injured hobgoblins flee, but the rest remain.
}{}
When an enemy flees the scene, characters still gain full \gls{xp} for the fight, since they still `defeated' the enemy.
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@@ -1277,6 +1288,7 @@ If a character's Evasion score ever becomes negative, it applies to the Strike s
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\section{Combat Summary}\index{Combat Summary}
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@@ -1300,4 +1312,6 @@ If a character's Evasion score ever becomes negative, it applies to the Strike s
Players `write' most of their backstory during play rather than before it. \Glspl{pc} can start off as blank slates with no history, but the history comes out of the woodwork soon after as players can spend 5 Story Points to bring their history into the current adventure. Let's look at an example:
\iftoggle{verbose}{
\paragraph{Session 1} has the characters running from the local law. Jane's player spends 1 Story Point and declares \textit{``Luckily, Jane has connections with the local thieves' guild, so she nips into an alley in the slums where the party can lay low for a while''}.
Soon after, the characters need to sell the diamond they've stolen.
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@@ -35,6 +36,7 @@ In the distance, six elves come out of hiding and walk towards the characters.
Sindon's father turns out to be a local warlord.
The party receives whatever supplies they wish, a scout has recently found the necromancer's lair, and four elven warriors agree to accompany them to fight the necromancer.