diff --git a/commands.tex b/commands.tex index 3d2fd4c42718876d54e81ca653a56c22e3264d68..5efec7d0e57e53fdcb7044c356d6c76b3ead5868 100644 --- a/commands.tex +++ b/commands.tex @@ -1,6 +1,16 @@ \makeindex[name=spells,title={Spell Summaries},columns=2] -% for CS callout boxes +\newcommand\makeRule[5]{ + \subsubsection[#2: \roll{#3}{#4}, \glsentrytext{tn} #5]{#2} + \label{#1}% + \roll{#3}{#4}, \glsentrytext{tn}~#5.% +} + +\newcommand\makeAutoRule[5]{ + \subsubsection[#2: #3]{#2} + \MakeUppercase#3. + \label{#1}% +} \newcommand{\initiativechart}{ @@ -233,8 +243,6 @@ \end{boxtable} } - - \newcommand\larcenyChart{ \begin{nametable}[cccL]{Larceny Roll} \textbf{\Gls{village}} & \textbf{Town} & \textbf{City} & \textbf{Result} \\ diff --git a/systems.tex b/systems.tex index 0180a09db526fa32f50f749ad7823f7e5522abac..66b755b5214a349ab64063dd9bebd15e9c0d477e 100644 --- a/systems.tex +++ b/systems.tex @@ -6,18 +6,20 @@ \begin{multicols}{2} +\togglefalse{examplecharacter} + \subsection{Breaking Things} -\paragraph{Breaking in a door} -- \roll{Strength}{Crafts}, \tn[10]. +\makeRule{break_door}{Breaking in a door}{Strength}{Crafts}{10} A tie could indicate that the door has a massive hole in the middle, and a broken lock, allowing a sufficiently small person to squeeze through. -\paragraph{Excavation} -- \roll{Strength}{Caving}. -The \gls{tn} varies greatly, depending upon the type of rock. +\makeRule{excavation}{Excavation}{Strength}{Caving}{depends on the type of rock} \subsection{Downtime Activities} -\paragraph{Brewing a poison} -- \roll{Intelligence}{Medicine}, \tn[4]. -\label{poison}\index{Poisons} + +\makeRule{poison}{Brewing a poison}{Intelligence}{Medicine}{4} +\index{Poisons} Basic poisons inflict 2 \glspl{fatigue} over the course of \pgls{interval}, then stop. People can notice a poison by smell or taste before they drink it, by rolling \roll{Wits}{Vigilance} (\tn[7]). @@ -40,42 +42,40 @@ However, each boon increases the \gls{tn} by 1. A poison might inflict 4 \glspl{fatigue} each \gls{interval}, for 3 \glspl{interval}, and require a \roll{Wits}{Vigilance} roll at \tn[10] but this would raise the \gls{tn} from 7 to 14. -\paragraph{Crafting a sword} -- \roll{Strength}{Crafts}, \tn[10] plus the weapon's \gls{weight}. +\makeRule{sword_crafting}{Crafting a sword}{Strength}{Crafts}{13} + This requires equipment, such as moulds, and a long night. It also requires a single level of the Combat Skill. A tie could indicate a completed sword, with a shattered mould. -\paragraph{Creating a weapon mould} -- \roll{Intelligence}{Crafts}, \tn[7] plus the weapon's total bonuses. - +\makeRule{make_mould}{Creating a weapon mould}{Intelligence}{Crafts}{10} Anything with a cost of less than 10 \gls{cp} can be fashioned in less than a day, with only basic woodworking tools. -\paragraph{Creating quiet, full plate armour} -- \roll{Intelligence}{Crafts}, \tn[15]. -Moulding silent plate requires planning from the outset -- existing armour cannot be properly modified. +\makeRule{make_armour}{Creating silent plate armour}{Intelligence}{Crafts}{16} +Creating silent plate requires planning from the outset -- existing armour cannot be properly modified. The parts cost an additional 50\%, and the crafter must have both the Combat and Stealth Skills at level 1. Every margin on the roll reduces the armour's penalty by 1, to a minimum of -1. -\paragraph{Composing a new song} -- \roll{Intelligence}{Performance}, \tn[10]. +\makeRule{make_song}{Composing a new song}{Intelligence}{Performance}{10} -\paragraph{Taming a Horse} -- \roll{Intelligence}{Wyldcrafting} vs Horse's \roll{Wits}{Brawl}. +\makeRule{tame_horse}{Taming a Horse}{Intelligence}{Wyldcrafting}{depends on Horse's \roll{Wits}{Brawl}} \subsection{News \& Information} -\paragraph{Finding rumours} -- \roll{Charisma}{Empathy}, \tn[3]. +\makeRule{find_rumours}{Finding rumours}{Charisma}{Empathy}{3} -\label{magicidentification} -\paragraph{Identifying a famous magical item} -- \roll{Intelligence}{Academics}, \tn[12]. -Magical items do not darken people's doors often, but once they do, you had best get some educated advice. +\makeRule{identify_talisman}{Identifying a \glsfmttext{talisman}}{Intelligence}{Academics}{12} -\subsection{Schemes \& Plots} +Magical items do not darken people's doors often, but once they do, you had best get some educated advice. -\paragraph{Finding a hidden message in a book} -- \roll{Intelligence}{Vigilance} \tn[7]. +%\subsection{Schemes \& Plots} -The message-hider can set any \gls{tn}. +\makeRule{find_hidden_message}{Finding a hidden message in a book}{Intelligence}{Vigilance}{7} +The message-hider can set any \gls{tn} they please. -\paragraph{Letter sealing} -- \roll{Dexterity}{Academics}, \tn[9]. -\label{letterSealing} +\makeRule{letter_sealing}{Letter sealing}{Dexterity}{Academics}{9} Proper seals have more than a blob of wax to keep them safe. Ultra secret letters have parts of the paper cut, then pierce the middle, and loop back around the outside. While anyone can open these letters, opening them without breaking the seal (so the letter does not appear to have been read) is nearly impossible. @@ -86,28 +86,28 @@ Opening such a letter and resealing it properly requires an \roll{Intelligence}{ \subsection{Survival} -\paragraph{Black-Walking} -- \roll{Dexterity}{Caving}, \tn[8]. -\index{Black Walking} -\index{Spelunking!Black Walking} +\makeRule{black_walking}{Black-Walking}{Dexterity}{Caving}{8} 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} + +\makeRule{build_shelter}{Building a shelter}{Intelligence}{Wyldcrafting}{11} -\paragraph{Building a shelter} -- \roll{Intelligence}{Wyldcrafting}, \tn[11]. Each point on the Margin allows an additional person to sleep inside the shelter. A tie indicates that the shelter holds for a few hours, then collapses. -\paragraph{Curing a poison} -- \roll{Wits}{Medicine}, \tn[10]. +\makeRule{cure_poison}{Curing a poison}{Wits}{Medicine}{10, each margin cures 1 \glsfmttext{fatigue}} -Each Margin cures 1 \glspl{fatigue} caused by poison by the end of the interval. -Of course if the roll fails, each failure margin \emph{inflicts} a \gls{fatigue}. +Each Margin cures 1 \glspl{fatigue} caused by poison by the end of the \gls{interval}. +Of course if the roll fails, each Failure Margin \emph{inflicts} \pgls{fatigue}. -\paragraph{Hypoxia} -- \roll{Intelligence}{Caving}, \tn[10]. -\label{hypoxia} -\index{Hypoxia} -\index{Spelunking!Hypoxia} +\makeRule{hypoxia}{Hypoxia}{Intelligence}{Caving}{10 to notice problem} 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. +\index{Hypoxia} +\index{Spelunking!Hypoxia} Once hypoxia begins, people will feel light headed, confused, and dizzy. @@ -119,8 +119,7 @@ Once out, all penalties vanish, except for a single \gls{fatigue}. \subsection{Town Activities} -\paragraph{Judging services} -- \roll{Wits}{Empathy}, \tn[9]. - +\makeRule{marching}{Judging services}{Wits}{Empathy}{9} It's never easy knowing whom to hire. Every time someone hires someone as part of a service, they should make a roll. @@ -134,19 +133,22 @@ Given the stakes, people mostly try to hire others based on previous experience. A tie generally indicates noticing a serious problem with purchased services\ldots just after the purchase completes. -\paragraph{Picking a pocket} -- \roll{Dexterity}{Larceny}, \tn[12] plus the target's \roll{Wits}{Vigilance}. -\index{Pickpocketing} - +\makeRule{pick_pocket}{Picking a pocket}{Dexterity}{Larceny}{12} Stealing in larger, more populated areas, affords many more opportunities, while small \glspl{village}, where everyone is aware of everyone in their personal space, and rarely carry larger sums of money, raises the \gls{tn} significantly. +\index{Pickpocketing} + A tie means the character gets the item, but the victim immediately notices the crime. \larcenyChart -\paragraph{Requesting dangerous jobs} -- \roll{Charisma}{Empathy}. +\makeRule{request_danger_job}{Requesting dangerous jobs}{Charisma}{Empathy}{depends on location} +Thieves, brigands, and illegal adventurers cannot work with just anyone who wanders up to ask for `one poison arrow, my good man'. +Dangerous jobs require a level of trust. +Charismatic characters who show care and understanding stand a much better chance of hiring help. \sidebox{ - \begin{boxtable}[lc] + \begin{boxtable}[lY] \textbf{Location} & \textbf{Base} \textbf{\glsentrytext{tn}} \\\hline @@ -159,59 +161,58 @@ A tie means the character gets the item, but the victim immediately notices the \end{boxtable} } -Thieves, brigands, and illegal adventurers cannot work with just anyone who wanders up to ask for `one poison arrow, my good man'. -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. This includes murder, crafting poisons, selling illegal items, et c. Working well with someone means that someone can gain a good local reputation (perhaps just among mercenaries, dodgy apothecaries, or librarians), while returning from a job with a missing man means a mark on the \gls{pc}'s reputation. -\paragraph{Placing fires} -- \roll{Intelligence}{Caving}, \tn[8]. +\makeRule{place_fire}{Placing fires}{Intelligence}{Caving}{9} 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} \subsection{Travel} -\paragraph{Area knowledge } -- \roll{Intelligence}{Academics}. -The character recalls local information about important sites. +\makeRule{area_knowledge}{Area knowledge}{Intelligence}{Academics}{set by area} Cities are \tn[7], Towns are 9, and \glspl{village} are 13. +A successful roll indicates a working knowledge of the place. -\paragraph{Fording a rapid river} -- \roll{Strength}{Seafaring}, \tn[9]. +\makeRule{ford_river}{Fording a rapid river}{Strength}{Seafaring}{9} + +\makeRule{gather_food}{Gathering Food}{Wits}{Wyldcrafting}{set by area} -\index{Gathering Food}\index{Food} -\paragraph{Gathering Food} -- \roll{Wits}{Wyldcrafting}. Groups can forage while on the road, but taking a resting action requires devoting \pgls{interval} to focussing on foraging (see \autopageref{intervals}). 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. +\index{Gathering Food}\index{Food} \gatheringChart -\paragraph{Keeping watch over the camp through the night} -- \roll{Strength}{Vigilance}, \tn[7]. -Success inflicts 2 \glspl{fatigue} on the person keeping watch. +\makeRule{keep_watch}{Keeping watch over the camp through the night}{Strength}{Vigilance}{7. 3 \glsfmtplural{fatigue} between watchers} +Success inflicts 3 \glspl{fatigue} on those staying up at night. +They may divide these \glspl{fatigue} in any way, so one person could keep watch all night and gain all 3, or the first watcher might gain 2~\glspl{fatigue}, and the second only 1. -\paragraph{Climbing} -- \roll{Speed}{Athletics}. +\makeRule{climbing}{Climbing}{Speed}{Athletics}{varies greatly} -\paragraph{Detect sloping passages} -- \roll{Wits}{Caving}. -\index{Spelunking!Detecting sloping passages} +\makeRule{detect_sloping}{Detect sloping passages}{Wits}{Caving}{10} Understanding what altitude one has reached immediately indicates whether there might be running water, what type of rocks and minerals compose the surroundings (and therefore the chance of a cave-in), and how far one has to go to the surface. +\index{Spelunking!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. -\paragraph{Detecting tunnel weaknesses} -- \roll{Intelligence}{Caving}, \tn[9]. +\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} -\paragraph{Mending a sail} -- \roll{Dexterity}{Seafaring}. +\makeRule{mend_sail}{Mending a sail}{Dexterity}{Seafaring}{10} -\paragraph{Marching} -adds \pgls{fatigue} every mile over rough terrain, and two \glspl{fatigue} every mile of road, each \gls{interval}. +\makeAutoRule{march}{Marching}{gain 1~\glsfmtplural{fatigue} each mile of rough terrain, and 1~\glsfmtplural{fatigue} for every 2~miles of road, each \glsfmttext{interval}} \index{Walking} \index{Marching} -If \pgls{pc} has 5 \glspl{hp}, they can march for 3 miles in the morning, then rest and recuperate 3 \glspl{hp} over midday. +If \pgls{pc} has 5 \glspl{hp}, they can march for 3 miles in the morning, then rest and recuperate 3 \glspl{fatigue} over midday. In the evening, they can march 3 more, and rest again at night. Of course, if the rest of the troupe have more stamina, they might have to march further to keep up. @@ -220,14 +221,10 @@ Each day they would accumulate 4 more \glspl{fatigue} in total. Travelling by road means the troupe can usually sleep in \pgls{village} or at least \pgls{bothy}, so it affords more opportunity for rest. -\paragraph{Navigation open oceans} -- \roll{Intelligence}{Seafaring}, \tn[10]. -\index{Navigation} -\index{Sailing} - -\paragraph{Navigating on land} -- \roll{Intelligence}{Wyldcrafting}. +\makeRule{navigate_land}{Navigating on land}{Intelligence}{Wyldcrafting}{by terrain type} \index{Navigation} \index{Marching} -\label{marching} + \begin{itemize} \item @@ -242,14 +239,19 @@ Travelling by road means the troupe can usually sleep in \pgls{village} or at le Each failure margin adds 2 Miles to the journey time, so when trying to find a particular house somewhere in a forest, 10 miles away, the \gls{tn} would be 12. If the roll is an 8, the actual journey would be 18 miles. -\paragraph{Running in the Dark} -- \roll{Wits}{Caving}, \tn[12]. +\makeRule{navigate_ocean}{Navigation open oceans}{Intelligence}{Seafaring}{12} +\index{Sailing!Navigation} + +\makeRule{run_in_dark}{Running in the Dark}{Wits}{Caving}{12} + \index{Spelunking!Running in the dark} A 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} -\paragraph{Swimming} -- \roll{Speed}{Seafaring}. +\makeRule{swimming}{Swimming}{Speed}{Seafaring}{set by water speed} + The \gls{tn} depends on the water's speed -- large rivers might have a \gls{tn} of 8, while an open sea in a storm might be \gls{tn} 12. \index{Swimming} @@ -258,14 +260,12 @@ If they do nothing but swimming, they can add their Athletics Skill to the total \subsection{War \& Battery} -\paragraph{Calm an animal} -- \roll{Intelligence}{Wyldcrafting} vs animal's \roll{Wits}{Brawl}. +\makeRule{calm_animal}{Calm an animal}{Intelligence}{Wyldcrafting}{set by animal's \roll{Wits}{Brawl}} \paragraph{Intimidating someone into backing off} -- \roll{Strength}{Deceit} vs the target's \roll{Strength}{Empathy}. \index{Intimidation} -\paragraph{Planning a hidden route into a castle} -- \roll{Intelligence}{Stealth}. - -\paragraph{Scouting the forest for an enemy camp nearby} -- \roll{Speed}{Vigilance}, \tn[9] plus the enemy's \roll{Wits}{Vigilance}. +\makeRule{scout}{Scouting the forest for an enemy camp nearby}{Speed}{Vigilance}{9 plus the enemy's \roll{Wits}{Vigilance}} A tie indicates someone spotted you before you got away. Failure indicates not getting away.