diff --git a/combat.tex b/combat.tex index ba71b4f57335fedf434486e51c0da29c17ec468d..0f12192e4ac4b590308affd66a7bf3e0fb67f5e7 100644 --- a/combat.tex +++ b/combat.tex @@ -178,23 +178,26 @@ Characters who spend the entire turn running can move 10 squares plus their Spee \index{Hit Points} Each character has a number of \glsentryfullpl{hp} equal to 6 plus their Strength Bonus. -Small gnomes typically have 4 HP while big, strong humans typically have 7. -Losing even a single HP means the character has suffered serious Damage. +Small gnomes typically have 4 \glspl{hp} while big, strong humans typically have 7. +Losing even a single \gls{hp} means the character has suffered serious Damage. A long fall might have broken the character's bone. A dagger could have slashed open several veins. -Characters do not have many HP so losing even one is a serious matter. +Characters do not have many \glspl{hp} so losing even one is a serious matter. \subsubsection{Healing}\index{Healing} Characters heal a quarter their \gls{hp} each week, rounded up. \subsubsection{Death} -\index{Death}Once a \gls{pc} reaches 0 HP they must make a \index{Vitality Check}Vitality Check in order to stay alive. -This is rolled at \gls{tn} 4 plus one for every negative HP level.\iftoggle{verbose}{\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have. +\index{Death}Once a \gls{pc} reaches 0 \gls{hp} they must make a \index{Vitality Check}Vitality Check in order to stay alive. +This is rolled at \gls{tn} 4 plus one for every negative \gls{hp} level.\iftoggle{verbose}{\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have. Stronger characters already have more \gls{hp}, which has already kept them farther from death.}}{} -For example, if someone with 3 HP left were to take a further 6 Damage, this would put them at -3 HP. +For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}. That makes the \gls{tn} 7 for the Vitality Check. -A failed Vitality check means that the character is dead. 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 HP beyond 0 the character has lost. +A failed Vitality check means that the character is dead. +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. \glspl{npc} roll Vitality checks at a basic \gls{tn} of 7 instead of 4. @@ -483,16 +486,16 @@ If a character's Evasion score ever becomes negative, it applies to the Strike s At this point you might be wondering how anyone is going to survive past their first battle. -6 or 7 HP is not a lot when the Damage is often $2D6$ or higher. +6 or 7 \glspl{hp} is not a lot when the Damage is often $2D6$ or higher. The mechanism which saves the plot-important character is \glsentryfullpl{fp}. -Every time someone would lose HP, the character marks off \gls{fp} instead and it is stipulated that the attack in fact misses, because the gods have fated this person to live another day. +Every time someone would lose \glspl{hp}, the character marks off \gls{fp} instead and it is stipulated that the attack in fact misses, because the gods have fated this person to live another day. Everyone in the world begins with 5 base \gls{fp}. This is then modified by their Charisma Bonus, so someone with Charisma -2 starts with 3 \gls{fp}. The difference between the \glspl{pc} and the \glspl{npc} is that \glspl{pc} start play with a full allotment of \gls{fp} at the beginning of each adventure. \glspl{npc} start with none, but regain \gls{fp} at the end of each scene as usual. As a result, most \glspl{npc} effectively have 0 \gls{fp}. -The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied directly to \gls{npc} HP. +The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied directly to \gls{npc} \glspl{hp}. \subsection{Regaining \glsentrylongpl{fp}} @@ -963,7 +966,11 @@ The \gls{gm} rolls for the hobgoblins and achieves `9' - with Speed +1 they will ``The last hobgoblin backs up. \textit{Eleven!} It flees down the mountain towards its allies, many of whom are still rolling down the hill.'' - ``Ten!'', the \gls{gm} continues, and immediately rolls for the ogre as it tries to eat Hugi's face off. This will count as a grappling roll, so he and Hugi will use double their Strength Bonus added to their Combat Skill. Unfortunately Hugi has neither Strength Bonus nor Combat Skill, so the ogre gets a straight +12 bonus; the roll succeeds before it is even made, and succeeds by a margin of 3: that means Damage is inflicted, rather than just Fatigue Points. The ogre only adds Strength - of course his massive club is useless for the attack. His Strength of +5 means he will roll $2D6+1$ Damage for a total of 4. Hugi is safe for now as the ogre luckily bites down on dwarvish helmet as Hugi's player marks off 4 FP. + ``Ten!'', the \gls{gm} continues, and immediately rolls for the ogre as it tries to eat Hugi's face off. + This will count as a grappling roll, so he and Hugi will use double their Strength Bonus added to their Combat Skill. + Unfortunately Hugi has neither Strength Bonus nor Combat Skill, so the ogre gets a straight +12 bonus; the roll succeeds before it is even made, and succeeds by a margin of 3: that means Damage is inflicted, rather than just Fatigue Points. + The ogre only adds Strength - of course his massive club is useless for the attack. + His Strength of +5 means he will roll $2D6+1$ Damage for a total of 4. Hugi is safe for now as the ogre luckily bites down on dwarvish helmet as Hugi's player marks off 4 \glspl{fp}. ``Nine! The ogre pulls Hugi down. Eight! He bites down on Hugi's face but gets a mouthful of helmet instead. Seven!'' Thenton's player is acting now and takes two Initiative to run over to aid Hugi. He asks the \gls{gm} if he can sneak up on the ogre. @@ -980,7 +987,7 @@ The \gls{gm} rolls for the hobgoblins and achieves `9' - with Speed +1 they will ``Six! The ogre gnaws into Hugi's face, this time without failure. 5 Damage!'' - Hugi's player marks off his last 3 FP then 2 \glspl{hp}, noting that he could have just died. + Hugi's player marks off his last 3 \glspl{fp} then 2 \glspl{hp}, noting that he could have just died. Arneson runs over to aid the fight. @@ -1204,7 +1211,7 @@ Humans have an uncanny ability to walk all day without tiring, and only endure 1 ``Sure, says the \gls{gm}. ``Mark down another load for hiding in the tops of the mountains.'' -With their FP now replenishing quickly, the group can rest and worry less about being hit again. +With their \gls{fp} now replenishing quickly, the group can rest and worry less about being hit again. ``Oh! I've been forgetting about the Fatigue'', says the \gls{gm}. Your \gls{gm} will probably say the same at some point. @@ -1239,8 +1246,15 @@ With their FP now replenishing quickly, the group can rest and worry less about Thenton's player has the Combat Skill at +2, so he marks those Fatigue points in the first and second boxes, leaving him absolutely fine. Then he adds another for wearing armour during that fight; since there are no more Combat Skill Fatigue Boxes, that point goes into his normal Fatigue boxes. Then he receives three more for running across the mountain and another for doing that all in armour. Five Fatigue Boxes are marked down in total. If the characters had continued being active that would be the end, but since they have finished the scene while resting, Thenton heals 4 Fatigue points leaving him with only 7 in total. - Hugi isn't doing so well. He only had 2 HP left by the time he was running. He has no Combat Skill so he gains the full 7 Fatigue Points. Finally, the \gls{gm} reminds him that he is bleeding from his wounds. He is in no condition to patch them up while hiding, especially since nobody in the party knows anything about Medicine. She decides to only award one more Fatigue point since the arrow is also stopping the wound from bleeding too much - that makes the total 8. Hugi's rest allows him to regenerate 3 Fatigue Points (he's not as strong as Thenton) so he receives 5 Fatigue Points in total. Dwarves, luckily, can withstand 2 additional Fatigue Points so 2 of those points give him no penalty. That's 6 more than his HP. He gains a -4 penalty to all actions. - + Hugi isn't doing so well. He only had 2 \glspl{hp} left by the time he was running. + He has no Combat Skill so he gains the full 7 Fatigue Points. + Finally, the \gls{gm} reminds him that he is bleeding from his wounds. + He is in no condition to patch them up while hiding, especially since nobody in the party knows anything about Medicine. + She decides to only award one more Fatigue point since the arrow is also stopping the wound from bleeding too much - that makes the total 8. + Hugi's rest allows him to regenerate 3 Fatigue Points (he's not as strong as Thenton) so he receives 5 Fatigue Points in total. + Dwarves, luckily, can withstand 2 additional Fatigue Points so 2 of those points give him no penalty. + That's 6 more than his \glspl{hp}. + He gains a -4 penalty to all actions. The danger now passed, the warriors lie in their hiding nooks, watching the cold clouds whirl around them, hoping to never see any kind of goblin again. They breathe in and out gently, waiting for the heaviness in the chest to subside. Despite the winds, Thenton can hear a gentle drip, drip, drip from the slowly bleeding wound on Hugi's shoulder where an arrow still lies. \end{exampletext} diff --git a/gm.tex b/gm.tex index 659a4619caf703e01d6d306a18ab4faa7b29009b..cb44d6a61f65778c3770756f7e0ead43641e2efb 100644 --- a/gm.tex +++ b/gm.tex @@ -289,12 +289,12 @@ Do it once, and they'll never make the same mistake again. \subsection{Damage, Death \& Dismemberment} -Losing HP is a massive, screaming deal in BIND. +Losing \gls{hp} is a massive, screaming deal in BIND. It's easy to take habits over from other games where losing one's liver is all part of a normal Tuesday afternoon but here \glspl{pc} should lose \glspl{fp}, then attempt to flee and only in the most dire situations should they start to bleed. Damage which doesn't hit home can be brushed over with a brief note about `avoiding the swing' but if anyone loses a single Hit Point the \gls{gm} should grind the description and combat to a halt to emphasise exactly how eyeball poppingly, knee-cap shatteringly painful and side-splittingly debilitating a knife can be. Take your time. Make the words secrete congealed blood. -If the \glspl{pc} start to lose HP and don't realise how serious this situation is they might perish where they otherwise would have run away to fight another day. +If the \glspl{pc} start to lose \glspl{hp} and don't realise how serious this situation is they might perish where they otherwise would have run away to fight another day. If a \gls{pc} dies, the player should be slotted into the adventure at the next available opportunity with a new character. If there is no plausible way to insert another character any time soon, consider providing an \gls{npc} for them to play - it doesn't need to be one with amazing Traits, just someone who can speak and interact with the world. diff --git a/gods.tex b/gods.tex index b2c10c768cceda2d094eaa14bd0c9ebfdc936a12..9f10998a1f5ce7728124c6a6c539fb827c4c13c8 100644 --- a/gods.tex +++ b/gods.tex @@ -185,7 +185,7 @@ There is no reprisal for the result of these fights -- they stand alone, and no 1 & Finding an interesting battle trophy. \\ - 1 & Finishing a battle with 0 FP. \\ + 1 & Finishing a battle with 0 \gls{fp}. \\ 1 & Finishing a round with -12 Initiative or less. \\ @@ -231,7 +231,7 @@ Their spells are accompanied by loud, terrifying noises which can be heard for u Their mana stones are weapons or hunting trophies. Weapons can only store 2 MP per point of Damage they inflict. -Hunting trophies can hold up to 1 MP for every 2 HP of the beast killed. +Hunting trophies can hold up to 1 MP for every 2 \glspl{hp} of the beast killed. \subsection{\Glsentrytext{deathgod} -- God of the Grave} \index{Gods!\Glsentrytext{deathgod}} @@ -266,15 +266,15 @@ His temples are few and far between -- a couple of large cities with important p 5 & Donating at least 10 gp to the temple. \\ - 5 & Falling below 0 HP. \\ + 5 & Falling below 0 \gls{hp}. \\ 5 & Retrieving a dead body for a proper burial. \\ 10 & Building or funding a mausoleum. Takes a year and requires at least 100 gp. \\ - 10 & Falling below -3 HP. \\ + 10 & Falling below -3 \glspl{hp}. \\ - 15 & Falling below -5 HP \\ + 15 & Falling below -5 \glspl{hp}. \\ \end{xpchart} @@ -287,8 +287,8 @@ Their spells arise in a pool of inky blackness and are accompanied by the foul s \subsubsection{Mana Stones} \Gls{deathgod}'s mana stones are always made from the glorious dead. -Mana stone can hold half the FP of the original target (rounded down). -The hand of a man who had 6 FP could store up to 3 \gls{mp}. +Mana stone can hold half the \gls{fp} of the original target (rounded down). +The hand of a man who had 6 \glspl{fp} could store up to 3 \gls{mp}. \Gls{xp} can also be used as a basis for establishing a glorious target -- any significant chunk of a corpse can hold one third of its \gls{xp} cost in mana, so a dragon worth 22 \gls{xp} could hold up to 7 \gls{mp}. Spells implanted in those mana stones are always activated by a command word. @@ -472,7 +472,7 @@ The world is here to be lived, to be known, to be connected with. You want all t 5 & Experiencing deep tragedy. \\ - 5 & Taking HP Damage for the first time. \\ + 5 & Taking \gls{hp} Damage for the first time. \\ 5 & Falling in love. \\ diff --git a/knacks.tex b/knacks.tex index 51ce92c2bd9ec40b88842d541a94b6a2004a810d..ca454aea7c0131ff16acfc2ff6e6905707d75fb3 100644 --- a/knacks.tex +++ b/knacks.tex @@ -36,7 +36,8 @@ If you spend a \gls{round} moving at your maximum speed in order to engage with \subsubsection{Cutting Swing} -The character can cut through more than one opponent at a time, or slice open multiple skulls with a single arc of metal. Any time the character reduces an opponent below 1 HP, they can immediately make another attack at no Initiative cost against anyone in range of the weapon; if that attack reduces the opponent below 1 HP then further attacks can be made until no further enemies are within range or the character fails to fell an enemy. +The character can cut through more than one opponent at a time, or slice open multiple skulls with a single arc of metal. +Any time the character reduces an opponent below 1 \gls{hp}, they can immediately make another attack at no Initiative cost against anyone in range of the weapon; if that attack reduces the opponent below 1 \gls{hp} then further attacks can be made until no further enemies are within range or the character fails to fell an enemy. \subsubsection{Disarm} @@ -149,15 +150,17 @@ You then take a -1 penalty to Strike but if you successfully hit an opponent, al The target is also unable to make Quick Actions until their current Initiative allows them to act. Multiple uses of this Knack add 1 each to the Initiative loss. -For example, if someone were using a cudgel (which comes with the in-built Knack: Stunning Strike), and also had the Knack, then they smacked someone for 4 Damage, the opponent would immediately lose 5 from their current Initiative Score, even if all of the Damage was mitigated by \gls{dr} and FP. +For example, if someone were using a cudgel (which comes with the in-built Knack: Stunning Strike), and also had the Knack, then they smacked someone for 4 Damage, the opponent would immediately lose 5 from their current Initiative Score, even if all of the Damage was mitigated by \gls{dr} and \gls{fp}. \subsubsection{Unstoppable} -The character does not fall incapacitated when falling below 1 HP they makes the usual Vitality Check and if they survive they continue to act until the end of combat, though they also has to take the usual penalty: -1 per Damage beyond 0 HP, in addition to any Fatigue Point penalties. Once combat ends, they fall unconscious. Each time they suffer further Damage a new Vitality Check is made. +The character does not fall incapacitated when falling below 1 \gls{hp} they makes the usual Vitality Check and if they survive they continue to act until the end of combat, though they also has to take the usual penalty: -1 per Damage beyond 0 \gls{hp}, in addition to any Fatigue Point penalties. +Once combat ends, they fall unconscious. +Each time they suffer further Damage a new Vitality Check is made. Additionally, the character receives a bonus to all Vitality Checks equal to half the number of Knacks they have, rounded up. -Finally, the character gains +2 HP. +Finally, the character gains +2 \glspl{hp}. \subsubsection{Voice of Wrath} @@ -172,12 +175,14 @@ Your battle cries and demeanour are particularly fearsome. Enemies receive a -2 \subsubsection{Blood Caster} The caster's magic is fuelled by hatred and tenacity. -If the character has 0 FP and loses a single HP then they gain +2 to their effective Intelligence Bonus. -If they lose half their HP then they gain an additional bonus equal to the number of Knacks they have. -For example, a caster might lose 2 HP then gain an effective +2 bonus to casting Fireball spells and a +2 bonus to the Damage inflicted by such spells. -When they are later struck again and goes down to 1 HP then (since they have 2 Knacks) they gain a +4 bonus to such spells and a +4 bonus to Damage. +If the character has 0 \gls{fp} and loses a single \gls{hp} then they gain +2 to their effective Intelligence Bonus. +If they lose half their \gls{hp} then they gain an additional bonus equal to the number of Knacks they have. +For example, a caster might lose 2 \glspl{hp} then gain an effective +2 bonus to casting Fireball spells and a +2 bonus to the Damage inflicted by such spells. +When they are later struck again and goes down to 1 \gls{hp} then (since they have 2 Knacks) they gain a +4 bonus to such spells and a +4 bonus to Damage. -This Knack can only be used when there is a legitimate grievance. The mage does not gain the bonus when they have harmed themself. It lasts only until the end of the scene and can reactivate only once the mage has lost further HP. +This Knack can only be used when there is a legitimate grievance. +The mage does not gain the bonus when they have harmed themself. +It lasts only until the end of the scene and can reactivate only once the mage has lost further \glspl{hp}. The Knack might also be used when a member of the party has died, or when someone the character has spent Story Points on has been killed.\footnote{See page \pageref{stories} for Story Points.} @@ -217,7 +222,7 @@ You regenerate unusually fast. Any scene which you end with a rest allows you to \subsubsection{Hardened} -The character is particularly tough and gains +2 HP and immunity to the Knack: Stunning Strike. +The character is particularly tough and gains +2 \glspl{hp} and immunity to the Knack: Stunning Strike. \subsubsection{Specialist} diff --git a/magic.tex b/magic.tex index dbc55e9d61f83e724365f4683a3446c8cefa0f63..9259a06b6574e6345342f0de2e287871d97db241 100644 --- a/magic.tex +++ b/magic.tex @@ -51,7 +51,9 @@ The character then spends the mana and makes a roll against some \gls{tn} to cas Anyone can buy some base \gls{mp} which is then modified by their Intelligence.\footnote{See the section on Experience, page \pageref{xp}, for costs of base \gls{mp}.} For example, someone with Intelligence +1 who buys Base \gls{mp} 2 would have a store of 3 \gls{mp} to cast spells. Those with a Base \gls{mp} of 0 can still have some \gls{mp} if their Intelligence Bonus is positive. -If a caster has no \gls{mp} left, they can still cast spells by paying the cost with HP instead of \gls{mp}. The magical energies pull the power they need from the blood and bones of the caster, leaving them with a bleeding nose, raging headache and sometimes stranger effects such as acidic pustules or discoloured skin patches. Many a desperate caster has died through the use of their own magic rather than an enemy's sword; a wizard with their back to the wall is a dangerous opponent indeed.\iftoggle{verbose}{\footnote{\Glsentrylongpl{hp} cannot be spent instead.}}{} +If a caster has no \gls{mp} left, they can still cast spells by paying the cost with \gls{hp} instead of \gls{mp}. +The magical energies pull the power they need from the blood and bones of the caster, leaving them with a bleeding nose, raging headache and sometimes stranger effects such as acidic pustules or discoloured skin patches. +Many a desperate caster has died through the use of their own magic rather than an enemy's sword; a wizard with their back to the wall is a dangerous opponent indeed.\iftoggle{verbose}{\footnote{\Glsentrylongpl{hp} cannot be spent instead.}}{} Mana is a fickle thing -- when lazing \ around a village it can take hours to regain even a little driblet of magic. When fighting in deep caves, a few minutes' focus can summon most of a mage's magical energies back. @@ -509,7 +511,8 @@ While the spell is in effect, the target suffers a penalty to all Mental Attribu At the end of the scene, targets make one final resisted roll against the enchanter's Intelligence + Deceit (even if the enchanter is no longer present). Failure indicates that the target has forgotten the encounter entirely, including some moments before when the spell began. -If an \gls{npc} enchanter intends to cast this on a PC during a scene, the \gls{gm} is encouraged to simply make the resisted roll for the spell. If the player fails the roll then the \gls{gm} can infer what probably would have happened had the scene played out and skip to the next scene, telling the player that something important might have happened, but that they cannot remember any of it. +If an \gls{npc} enchanter intends to cast this on a \gls{pc} during a scene, the \gls{gm} is encouraged to simply make the resisted roll for the spell. +If the player fails the roll then the \gls{gm} can infer what probably would have happened had the scene played out and skip to the next scene, telling the player that something important might have happened, but that they cannot remember any of it. When this spell hits someone out of combat, perhaps during a conversation, targets tend to flap their mouths open and shut like a confused fish as they try to recapture their train of thought. The use of magic will is not obvious to those unfamiliar with such abilities. @@ -683,9 +686,14 @@ The priest spends 1 Story Point and gains an addtional 5 Story Points plus their \spell{Resurrection}{Instant}{Medicine}\\ The priest summons the soul of a recently deceased person back to their body. If they are beyond -3 Hit Points, they must roll a Vitality Check again to stay alive, but this time with a +5 bonus. There is no roll for the caster -- the spell is automatic and the spell is instant, so the effects need not be maintained. If the spell is made into a standing spell then the effects count as being continuously cast. -The spell also heals the target of a number of HP equal to half the Margin. This cannot bring the target above 0 HP. For example, if a PC were at -7 HP they would normally make a Vitality Check at \gls{tn} 11. Adding in the Bonus would make the adjusted \gls{tn} 6. If the Vitality Check were a roll of 11 then the Margin would be 5 and the character would heal 3 HP, going up to -4 HP. This healing should be understood as a retroactive blessing from the gods, indicating that the Damage sustained was not nearly so bad as was once thought. +The spell also heals the target of a number of \gls{hp} equal to half the Margin. +This cannot bring the target above 0 \gls{hp}. +For example, if a \gls{pc} were at -7 \gls{hp} they would normally make a Vitality Check at \gls{tn} 11. +Adding in the Bonus would make the adjusted \gls{tn} 6. +If the Vitality Check were a roll of 11 then the Margin would be 5 and the character would heal 3 \gls{hp}, going up to -4 \glspl{hp}. +This healing should be understood as a retroactive blessing from the gods, indicating that the Damage sustained was not nearly so bad as was once thought. -The spell must be cast within the same scene as the target lost their last HP. +The spell must be cast within the same scene as the target lost their last \gls{hp}. If cast on a member of the undead, the target loses $2D6$ \gls{hp} plus the caster's Intelligence Bonus. No roll is made, and no protection can be given from \gls{fp} or \gls{SP}. @@ -715,7 +723,7 @@ The caster rolls their Intelligence and Craft Skill against a \gls{tn} of 7 plus The spell grants an effective Strength Bonus equal to the level in the Force sphere being used. Any object with a \gls{weightrating} of up to 4 points higher than this Strength score can be lifted into the air but the heavier something is the slower it will move. -If creatures are targeted for levitation, they have a \gls{weightrating} equal to their HP and the mage rolls Intelligence + Combat to lift them. +If creatures are targeted for levitation, they have a \gls{weightrating} equal to their \gls{hp} and the mage rolls Intelligence + Combat to lift them. They can add their Evasion Factor to the spell's \gls{tn} in order to attempt to wriggle free of the telekinetic hold. Trying to wriggle free takes 4 Initiative points. Targets can be moved at a Speed rating equal to the level in Force. @@ -723,7 +731,7 @@ Targets can be moved at a Speed rating equal to the level in Force. Mages attempting to lift people into the air can move the target only at the rate of a standard action -- i. . 3 squares per turn plus their effective Speed rating. The effective Speed rating is equal to the spell's level, but the spell can be encumbered just like lifting a normal person. -So casting a spell at level 3 means an effective Strength and Speed rating of 3; if the target had Strength +1 they would have 7 HP and therefore a \gls{weightrating} of 7. +So casting a spell at level 3 means an effective Strength and Speed rating of 3; if the target had Strength +1 they would have 7 \glspl{hp} and therefore a \gls{weightrating} of 7. That's 4 points above the spell's rating so the Speed suffers a -4 encumbrance penalty, making the total movement 1 square every two \glspl{round}. The target could roll to be free every 4 Initiative steps, rolling against the spell's effective Strength Bonus. @@ -787,7 +795,7 @@ Additional weapons can add Evasion Bonuses behind or to the side of the mage to If someone wants to grab one of the floating weapons they must roll with their Strike Factor just as when making a grab against any character. The mage defends with their normal Evasion Factor and a successful grab means that the weapon has been arrested. -The weapon gains a \gls{weightrating} equal to the Weight of the character grabbing the weapon (which is equal to their maximum HP). +The weapon gains a \gls{weightrating} equal to the Weight of the character grabbing the weapon (which is equal to their maximum \gls{hp}). At this point the weapon is too heavy to lift and the spell ends. The levitated weapons do not add a Speed Bonus to the caster's Initiative -- they must use their Wits Bonus as usual. @@ -848,7 +856,12 @@ The party also receive a bonus for multiple people who might spot the illusion, Illusionists add different Skills to the roll, depending upon what they are making an illusion of. An illusion of a cart or sword might require the Craft Skill. An illusion of a monster might use the Academics Skill. Specialisations in the correct area are, as usual, a requirement if the caster wants to avoid the usual -1 penalty for lacking the appropriate specialisation. -For example, a gnome creates an illusion of a fleeing gnoll with a great bundle of treasure in his hand, hoping the PCs will chase after him immediately. His Intelligence is +2 and his Academics is at +1 though he has no appropriate specialisations, so the players are rolling at \gls{tn} 9. The \gls{gm} takes the party member with the highest Wits + Vigilance who has a score of +3 in total. The next highest score in the party is +2 but nobody else has anything to contribute. The total is +4\footnote{See the rules on teamwork, page \pageref{teamwork}.} so the \gls{gm} rolls for them and obtains a total of 8 -- that's not enough. As they begin to run, one of the PCs remembers they heard about a gnomish illusionist and asks `Are we chasing an illusion?' - that puts that final score up to 10; the \gls{tn} is reached and the \gls{gm} informs the player that she sees that the gnoll's feet are not always touching the ground properly, so it must be an illusion. +For example, a gnome creates an illusion of a fleeing gnoll with a great bundle of treasure in his hand, hoping the \glspl{pc} will chase after him immediately. +His Intelligence is +2 and his Academics is at +1 though he has no appropriate specialisations, so the players are rolling at \gls{tn} 9. +The \gls{gm} takes the party member with the highest Wits + Vigilance who has a score of +3 in total. +The next highest score in the party is +2 but nobody else has anything to contribute. +The total is +4\footnote{See the rules on teamwork, page \pageref{teamwork}.} so the \gls{gm} rolls for them and obtains a total of 8 -- that's not enough. +As they begin to run, one of the \glspl{pc} remembers they heard about a gnomish illusionist and asks `Are we chasing an illusion?' -- that puts that final score up to 10; the \gls{tn} is reached and the \gls{gm} informs the player that she sees that the gnoll's feet are not always touching the ground properly, so it must be an illusion. The \gls{gm} should grant bonuses and penalties to illusions depending upon lighting conditions -- illusions inside a shadowy cottage seen from far away should receive an immense bonus, while far-fetched illusions on a sunny day seen up close might receive a penalty. @@ -1145,7 +1158,7 @@ The Undead always resist with their Wits + Aggression. \spelllevel \spell{Calling the Dead}{Instant}{Medicine}\\ -The mage can create their own ghouls from easily accessible realms of malicious spirits. The spell is cast on a small corpse and the corpse is imbued with one such malicious spirit. It retains the Strength score (and therefore HP) it had in life. +The mage can create their own ghouls from easily accessible realms of malicious spirits. The spell is cast on a small corpse and the corpse is imbued with one such malicious spirit. It retains the Strength score (and therefore \gls{hp}) it had in life. The corpse has Dexterity, Speed and Wits scores of -2 -- it can run, but not terribly quickly. The creature has neither Intelligence nor Charisma scores. Most will attack all living things on sight. @@ -1249,7 +1262,11 @@ Unwilling targets who are to be transformed with Polymorph can spend 5 FP in ord \begin{exampletext} - Meldon the elf has 5 HP. He takes 3 HP Damage and already has 3 Fatigue Points leaving him with a -1 penalty to all actions. He then transforms himself into a bird, lowering to 2 HP. He now has zero Damage but retains his -1 penalty due to Fatigue. After flying away to safety he rests for a while and heals all his Fatigue Points, but when he turns back into an elf all his old wound reappear as his HP increases to the point where they can affect him. + Meldon the elf has 5 \glspl{hp}. +He takes 3 \glspl{hp} Damage and already has 3 Fatigue Points leaving him with a -1 penalty to all actions. +He then transforms himself into a bird, lowering to 2 \glspl{hp}. +He now has zero Damage but retains his -1 penalty due to Fatigue. +After flying away to safety he rests for a while and heals all his Fatigue Points, but when he turns back into an elf all his old wound reappear as his \gls{hp} increases to the point where they can affect him. \end{exampletext} }{} @@ -1257,10 +1274,10 @@ Unwilling targets who are to be transformed with Polymorph can spend 5 FP in ord \sidejpg{Roch_Hercka/polymorph.jpg}{ \label{roch:polymorph}} -As Polymorph changes people's form it also changes Strength and therefore HP maximums. -All HP lost to Damage remain as lost HP after transformation but might not have any effect. -If a player's maximum HP is lowered to the point where they are no longer wounded then all wounds simply vanish, though they are still tracked and reappear once the creature has transformed. -If someone's maximum HP increases, once again they count as having lost the same number of HP, with no HP being gained or lost through the transformation process. +As Polymorph changes people's form it also changes Strength and therefore \gls{hp} maximums. +All \gls{hp} lost to Damage remain as lost \gls{hp} after transformation but might not have any effect. +If a player's maximum \gls{hp} is lowered to the point where they are no longer wounded then all wounds simply vanish, though they are still tracked and reappear once the creature has transformed. +If someone's maximum \gls{hp} increases, once again they count as having lost the same number of \gls{hp}, with no \gls{hp} being gained or lost through the transformation process. All Fatigue stays where it is and no Fatigue Points which previously gave no penalty move to giving the character a penalty. The new form granted by a Polymorph spell always feels a little strange, so anyone who transforms suffers a -1 penalty to Dexterity until they get used to the new form.\footnote{Any amount of downtime is a reasonable amount of time.} diff --git a/races.tex b/races.tex index ee1fa49b8eabac2680d07d9c909f0317b70e5709..3974764354e4fd79da039c477365f1eaa1f0b7c9 100644 --- a/races.tex +++ b/races.tex @@ -35,7 +35,7 @@ Dwarven ales are classified as spirits by any sane human and dwarven spirits are Dwarves take half Damage or Fatigue from any given poison. They suffer no ill effects from eating rotten food (though it may not count as being nutritious) and the \gls{gm} is encouraged to allow them to eat anything that might otherwise be damaging, within reasonable limits. -Dwarves are also known for their hardiness in the face of awful working conditions. They have 2 free Fatigue Boxes which they can use before taking penalties. To put it another way, dwarves can sustain a number of Fatigue Points equal to their HP +2 before they begin to take penalties due to exhaustion. +Dwarves are also known for their hardiness in the face of awful working conditions. They have 2 free Fatigue Boxes which they can use before taking penalties. To put it another way, dwarves can sustain a number of Fatigue Points equal to their \glspl{hp} +2 before they begin to take penalties due to exhaustion. \subsection{Starting Characters}\label{starting_characters}