From da71f6a0d9aa47ba86547ec64cd072bd8ea1eb6c Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Mon, 6 May 2024 22:12:28 +0200 Subject: [PATCH] change spelunking to caving --- combat.tex | 4 ++-- systems.tex | 18 ++++++++++-------- traits.tex | 4 ++-- 3 files changed, 14 insertions(+), 12 deletions(-) diff --git a/combat.tex b/combat.tex index 38026c75..226dd3e9 100644 --- a/combat.tex +++ b/combat.tex @@ -500,7 +500,7 @@ So if a troupe of 5 people become blinded, each of them would hit a companion on \label{darkness} \index{Darkness} \index{Combat!Darkness} -\index{Spelunking!Fighting in darkness} +\index{Caving!Fighting in darkness} or deep twilight, can give a distinct advantage to those with sharper senses. However, when both sides suffer from the darkness, the battle changes very little. Neither side can hit accurately, but then neither side can dodge or parry well either. @@ -520,7 +520,7 @@ characters Attribute bonuses cannot go beyond the character's \roll{Wits}{Vigila only gives a -1 penalty to characters with a \roll{Wits}{Vigilance} lower than their roll. \makeAutoRule{enclosedcombat}{Enclosed Spaces}{penalty equals weapon's Attack Bonus} -\index{Spelunking!Enclosed Combat} +\index{Caving!Enclosed Combat} cause serious problems for people wielding longswords, battle axes, and other large weapons. Daggers and shortswords often have an easier time in these locations. diff --git a/systems.tex b/systems.tex index 339cc8a3..8f0e875a 100644 --- a/systems.tex +++ b/systems.tex @@ -72,6 +72,8 @@ But if you have more time than money, then it's time well spent. }{} \subsection{Journeys in the \Glsfmttext{deep}} +\index{Caving|textbf} +\index{Spelunking|see {Caving}} Deep underground, where long caverns spread like veins, the logistics of travel twist and invert, and the dangers change. Fewer monsters wander through them, because fewer plants grow there. @@ -80,9 +82,9 @@ Fewer monsters wander through them, because fewer plants grow there. Despite every caver insisting on a good supply of torches and candles, they all end up feeling the ground in the dark eventually. Those who know their environment have a knack for crawling efficiently, feeling the surroundings through their fingertips and beards, and remembering every passage they took in the light simply through the sounds of their own breathing echoing uniquely in every cavern-segment. \index{Black Walking} -\index{Spelunking!Black Walking} +\index{Caving!Black Walking} -\index{Spelunking!Detecting sloping passages} +\index{Caving!Detecting sloping passages} Despite gradual gradients, or sharp ups and downs, a good caver knows exactly how far they sit from the surface at all times. Rolling a tie might indicate knowing that one has descended or ascended, but with no idea how much. @@ -92,9 +94,9 @@ Understanding what altitude one has reached immediately indicates whether there \makeRule{detect_cavein}{Detecting tunnel weaknesses}{Intelligence}{Caving}{9} Nobody survives long underground unless they can tell if the ceiling might collapse from heavy footfall. -\index{Spelunking!Note weak tunnel} +\index{Caving!Note weak tunnel} -\index{Spelunking!Echoing} +\index{Caving!Echoing} \makeRule{echoing}{Echoing}{Wits}{Caving}{10 to find the general size of a cavern, 16 to find which tunnel opens up later} With a little practice, people can gauge the size of a dark cavern above by giving a loud whistle and listening for the return. And with real expertise, they can find out if a tunnel opens up later on. @@ -105,7 +107,7 @@ Nobody admits they have misjudged a tunnel -- they prefer to say `the \gls{deep} \makeRule{hypoxia}{Hypoxia}{Intelligence}{Caving}{10 to notice problem, gain \glsfmtlongpl{ep} on failure} \index{Hypoxia} -\index{Spelunking!Hypoxia} +\index{Caving!Hypoxia} \noindent Long, underground tunnels don't have a lot of oxygen. Taking a torch down one, or even staying down too long, and sucking up all the oxygen, can cause hypoxia. @@ -121,18 +123,18 @@ Once out, all penalties vanish, except for a single \gls{ep}. A fire in the wrong place underground can easily choke everyone around to death, or at least until they can't think properly. Of course, this provides an excellent weapon of war if one can do it properly. Light the wrong type of fire, and heavy smoke will fall down a tunnel instead of rising. -\index{Spelunking!Placing Fire} +\index{Caving!Placing Fire} Failure indicates nearby characters suffer 2~\glspl{ep}, and everyone in the area suffers \pgls{ep} each round after that. \makeRule{run_in_dark}{Running in the Dark}{Wits}{Caving}{12} -\index{Spelunking!Running in the dark}% +\index{Caving!Running in the dark}% A bright torch adds a +3 Bonus. A tie means the character comes to a sudden halt, without Damage. Failure means $1D6$ Damage, plus the character's Speed (running faster means more Damage). \index{Darkness!Running} -\makeRule{walk_underground}{Walking Underground}{Dexterity}{Caving}{8, plus 2 per mile}\index{Spelunking!Walking} +\makeRule{walk_underground}{Walking Underground}{Dexterity}{Caving}{8, plus 2 per mile}\index{Caving!Walking} Caverns offer all manner of impediments, from sudden drops to falling debris, and passages full of water. \caveTravelChart diff --git a/traits.tex b/traits.tex index 8ff27cc7..38752cf7 100644 --- a/traits.tex +++ b/traits.tex @@ -312,9 +312,9 @@ This covers all manner of fancy movements, from somersaults and rolling to climb \end{exampletext} \subsection{Caving} -\index{Spelunking!Caving Skill} +\index{Caving!Skill} -Caving includes navigation, foraging, building basic structures, and some understanding of the typical plants and beast found within caves. +Navigation, foraging, building basic structures, and plants, all need to be relearned ten steps into a cave. Just as most humans understand some basic Wyldcrafting, almost all dwarves and gnomes know a little of the Caving Skill. \begin{description} -- GitLab