From dc0102e0a06e61f025302d4ec3956385db85bb8b Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Sun, 3 Dec 2023 08:54:06 +0100 Subject: [PATCH] sed /party/troupe/ --- actions.tex | 2 +- combat.tex | 21 ++++++++++++++------- knacks.tex | 2 +- 3 files changed, 16 insertions(+), 9 deletions(-) diff --git a/actions.tex b/actions.tex index 1858a487..6f521469 100644 --- a/actions.tex +++ b/actions.tex @@ -119,7 +119,7 @@ When many characters are trying to do the same task, a single roll is made, and \end{exampletext} -If the party are all attempting the same action, then they only make one roll, while adding different attributes to obtain their individual result. +If the troupe are all attempting the same action, then they only make one roll, while adding different attributes to obtain their individual result. \subsection{\glsentrytext{restingaction}}\label{restingactions} diff --git a/combat.tex b/combat.tex index e0b86f9a..ec81d209 100644 --- a/combat.tex +++ b/combat.tex @@ -105,7 +105,7 @@ If nobody succeeds in the roll, the character dies. \paragraph{A successful check} means that the character is unconscious for the remainder of the interval, but still alive. -At this point, the rest of the party will have to carry their fallen comrade back to safety -- if they can.% +At this point, the rest of the troupe will have to carry their fallen comrade back to safety -- if they can.% \footnote{See page \pageref{weight} for \nameref{weight}.} @@ -654,14 +654,16 @@ Chases form some of the most dramatic scenes in any mission. When running on an open field without any barriers, everyone simply runs at full speed -- whoever has the highest Speed + Athletics total succeeds in running away or catching up with an opponent. But when running through marshes, down alleys, climbing up cliffs, or otherwise finding a reason to change direction, \glspl{pc} must roll. -The system is simple -- one player rolls $2D6$ for the group. Each person then modifies this group score. Since the party will probably run at different paces, they have the option of abandoning slower members or slowing down to the pace of the slowest member. +The system is simple -- one player rolls $2D6$ for the group. +Each person then modifies this group score. +Since the troupe will probably run at different paces, they have the option of abandoning slower members or slowing down to the pace of the slowest member. -The \gls{tn} is 6 plus the enemy's Speed + Athletics Bonuses. +The \gls{tn} is 6 plus the enemy's \roll{Speed}{Athletics} Bonuses. Failure means the characters are instantly caught, before they are able to run anywhere. If the players hit the \gls{tn} they manage to run through 1 area while being chased. For every Marginal point, they run through an additional area. If the Margin is ever 3 or more then they completely evade the enemy. -If the party obtain less than total success, they and their pursuers both move and must roll again. +If the troupe obtain less than total success, they and their pursuers both move and must roll again. The table is a guide to an unaltered roll. In most situations enemy Traits will affect the actual results of such a total by increasing or decreasing the \gls{tn}. @@ -675,15 +677,20 @@ Those running up a mountain could find an area of loose rocks where the ground s Each area covered also inflicts 1 \gls{fatigue} in addition to any for wearing armour or for Encumbrance Points. These \glspl{fatigue} are applied after every roll rather than waiting until the end of the interval. -Players are encouraged to suggest Skills which might help. While running away from a band of guards, a character could use the Stealth Skill, quickly dipping into an alleyway to hide. When jumping around a busy area of town, the character might leap over a moving cart to gain some headway. Characters can, with \gls{gm} permission, use their Skills to aid an entire group. The Stealth Skill, in particular, might be used to aid the entire party to hide by finding the right spot. The Empathy Skill might be used to quickly convince farmers to hide the characters. +Players are encouraged to suggest Skills which might help. +While running away from a band of guards, a character could use the Stealth Skill, quickly dipping into an alleyway to hide. +When jumping around a busy area of town, the character might leap over a moving cart to gain some headway. +Characters can, with \gls{gm} permission, use their Skills to aid an entire group. +The Stealth Skill, in particular, might be used to aid the entire troupe to hide by finding the right spot. +The Empathy Skill might be used to quickly convince farmers to hide the characters. \subsection{Hunting} Running after prey follows exactly the same rules, but in reverse. -The party roll for catching up with their prey. +The players roll to have the \glspl{pc} catch their prey. As per the previous chart, a near-failure can be worse than a total failure. With a complete failure, the enemy simply gets away. -With a partial failure, the party run a long way, get very tired, then fail. +With a partial failure, the \glspl{pc} run a long way, get very tired, then fail. Such is life. \end{multicols} diff --git a/knacks.tex b/knacks.tex index be071f7d..fc73a041 100644 --- a/knacks.tex +++ b/knacks.tex @@ -172,7 +172,7 @@ 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 interval 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 a Story Point on has been killed.% +The Knack might also be used when a member of the troupe has died, or when someone the character has spent \pgls{storypoint} on has been killed.% \exRef{stories}{Stories}{stories} \pic{Roch_Hercka/dwarvish_runes} -- GitLab