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Commit e9087952 authored by Malin Freeborn's avatar Malin Freeborn
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......@@ -102,9 +102,17 @@ If players prefer, they can design their own characters. In this case they selec
\iftoggle{verbose}{
\subsection{The Story of Thenton}
After rolling the dice, my final results are Strength +1, Speed 0, Dexterity -1, Intelligence 0, Wits -1 and Charisma +1. That doesn't look it speaks of much, but consider what kind of human might be `Charismatic yet clumsy'. Perhaps a noble? It could be a performer, but what kind of performer doesn't have the coordination to play the difficult songs on the banjo? A poet! Imagine a minor noble, perhaps the third son of a townmaster or some such. He's always rushing about then falling over. His poems aren't terribly good (just look at that banal Intelligence score) but he can get better. Meanwhile, he earns his pay, and perhaps attempts to chat up a few ladies, based on his dashing good looks and likeable personality.
He just needs a name now -- something which captures the idea of a slightly silly fop, a knightly poet. `Thenton' should do it. Have you finished yours yet? We'll need it in a bit for practice rolls.
After rolling the dice, my final results are Strength +1, Speed 0, Dexterity -1, Intelligence 0, Wits -1 and Charisma +1.
That doesn't look like it speaks of much, but consider what kind of human might be `Charismatic yet clumsy'.
Perhaps a noble?
It could be a performer, but what kind of performer doesn't have the coordination to play the difficult songs on the banjo? A poet! Imagine a minor noble, perhaps the third son of a townmaster or some such.
He's always rushing about then falling over.
His poems aren't terribly good (just look at that banal Intelligence score) but he can get better.
Meanwhile, he earns his pay, and perhaps attempts to chat up a few ladies, based on his dashing good looks and likeable personality.
He just needs a name now -- something which captures the idea of a slightly silly fop, a knightly poet.
`Thenton' should do it.
Roll up a character of your own, and you can use it for practice rolls in a moment.
\begin{exampletext}
......@@ -133,7 +141,7 @@ What kinds of things?}''
We allowed him into the college to show off his odd abilities - those sorcerer powers from his elven heritage.
And he stole our book, from the secret section at the back with all the forbidden books.
He must have stolen the key from me.
Anyway - we can pay handsomely.
Anyway -- we can pay handsomely.
Perhaps two hundred gold in total.
Do you think your friends would be interested?}''
......@@ -148,7 +156,7 @@ The wizard smiled again.
\section{Attributes}
These are the basics Traits which characters must use over and over again for every roll.
These are the basic Traits which characters must use over and over again for every roll.
\begin{multicols}{2}
......@@ -211,7 +219,7 @@ A +3 bonus to Stealth indicates someone who has rare insights and keen instincts
Some Skills are `Specialised Skills', meaning that they are a broad category for a number of sub-skills.
The Craft Skill covers metallurgy, wood craft, armour making and many more.
Anyone taking such Skills gain two Specialisations per level.
Anyone taking such Skills gains two Specialisations per level.
Using a Skill without the appropriate Specialisation is often impossible (for instance, one cannot use the Performance Skill to play a harp if one has never learned to play a harp) but at other times can be attempted with a -1 penalty.
For example, someone attempting to remember a fact about history who has no Academics Skill is at a -1 penalty to the roll.
Someone with Academics who specialises in alchemy and politics but not history could attempt the roll without penalty because they gain +1 for having the Academics Skill and -1 for not having the correct specialisation.
......@@ -266,7 +274,9 @@ Academics might be mixed with Charisma for storytelling, Wits to pull out just t
\subsection{Athletics}
This covers all manner of fancy movements, from somersaults and rolling to climbing and circus skills. It might be paired with Dexterity when a character is attempting to roll under then leap over tables or otherwise navigate uneven terrain. For flat-out sprinting, the Speed Attribute is always preferred, while Strength is primary when characters are climbing.
This covers all manner of fancy movements, from somersaults and rolling to climbing and circus skills.
It might be paired with Dexterity when a character is attempting to roll under then leap over tables or otherwise navigate uneven terrain.
For flat-out sprinting, the Speed Attribute is always preferred, while Strength is primary when characters want to throw cannon balls.
\subsection{Craft*}
......@@ -321,7 +331,7 @@ This will often be paired with Charisma when a performer wants to give off an en
\subsection{Larceny}
Larceny is generally mixed with Dexterity for everything for picking pockets to juggling.
It might also be used with Wits to spot rich pocket to pick, or with Charisma to dazzle someone with a magic trick.
It might also be used with Wits to spot a rich pocket to pick, or with Charisma to dazzle someone with a magic trick.
Characters attempting to spot slight of hand will use Wits + Vigilance.
\subsection{Stealth}
......@@ -419,7 +429,7 @@ The Craft and Empathy skills means the illusionist is best at making illusions o
\subsection{Priest of \Glsentrytext{naturegod}}
Priests of \Glsentrytext{naturegod} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift.
They begin play with Academics 1, Beast Ken 1, Survival 1, Combat 1, Aldaron 1, Polymorph 1, and 2 \gls{mp}.
They begin play with Academics 1, Beast Ken 1, Survival 1, Combat 1, Aldaron 1, Polymorph 1, and 2 \glspl{mp}.
Their starting equipment includes partial leather armour, camping equipment, a spear, a dagger, 50' of rope, and
......
......@@ -191,7 +191,7 @@ Characters heal a quarter their \gls{hp} each week, rounded up.
\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.
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 their at -3 HP.
For example, if someone with 3 HP left were to take a further 6 Damage, this would put them at -3 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.
......@@ -399,7 +399,7 @@ Armour also inflicts Fatigue very quickly, as mentioned above. Wearing armour in
\subsection{Stacking Armour}
Characters gain \gls{dr} from armour, but animals can gain \gls{dr} from a thick hide, while the undead gain \gls{dr} from having less need of a functioning body.
When multiple types of Damage stack, the second counts for only half (rounded up), and any tertiary damage types count for a quarter, and so on.
When multiple types of \gls{dr} stack, the second counts for only half (rounded up), and any tertiary damage types count for a quarter, and so on.
\subsubsection{Aggression}
......@@ -430,6 +430,12 @@ This bonus cannot be picked apart - the entire thing must go towards only one of
\subsection{The Combat Bonus}
\iftoggle{verbose}{
Characters can focus on different parts of combat -- perhaps attempting to strike quickly, to hit the enemy, or to keep themself safe.
}{}
The Combat Skill can be added piece by piece to any of the Combat Factors.
Those with Combat +1 can put it on Strike, Evasion or Initiative.
Those with Combat +2 allows you to place +1 on Strike and +1 on Evasion, or +2 on Initiative, or any other combination.
......@@ -878,7 +884,7 @@ When someone with a bow is attacked, they can use their Combat Skill and Dexteri
\subsection{The Long Bow}\index{Projectiles!Bow}\index{Bows}
Long bows (or `hunting bows') are difficult things to work but well worth it once the archer practices enough.
To pull back the heavy load on a long bow takes 1 \gls{round}, and the arrow flies at the very end of round.
To pull back the heavy load on a long bow takes 1 \gls{round}, and the arrow flies at the very end of the round.
Each bow has its own Strength rating and anyone without at least that much Strength cannot use the bow; the bows deal $1D6$ +Strength Rating.
So if a bow has a Strength rating of 2 then it deals $1D6+2$ Damage but requires a Strength of 2, at least, to operate.
Having a Strength of 3 will not increase the Damage.
......@@ -971,7 +977,7 @@ His Sneak Attack gives him +4 to strike the ogre - which he does - and +2 Damage
``Finally!'', shouts Thenton. We're done. It's finished. We can {\dots}
``Four! Over a dozen hobgoblins can be seen marching down from the mountain.''
``Four! Over a dozen hobgoblins can be seen marching down from the mountain.'', shouts the \gls{gm}.
``What? \ We can't handle any more. Hugi's Damaged. Arneson's in poor shape too.''
......@@ -1120,7 +1126,7 @@ Players are encouraged to suggest Skills which might help. While running away fr
\begin{exampletext}
Thenton's next plan was to run away as fast as possible.
This was much more popular than his last plan of yelling at the enemy, though Hugi found it hard to be move enthusiastically with an arrow in his shoulder.
This was much more popular than his last plan of yelling at the enemy, though Hugi found it hard to move enthusiastically with an arrow in his shoulder.
The hobgoblins of course realised that they had no time to reload so they just gave chase.
They dropped their projectiles, pulled out their shortswords and started to clamber along the rocky face of the mountain.
The trio could not move clearly up the mountain until they had gained some ground between themselves and the hobgoblins, and feared that there would be more openings to once-dwarven tunnels, now infested with hobgoblins, if they went further up from their present location.
......
......@@ -35,7 +35,7 @@ Fulfilling this code allows players to assign skills, magical abilities, and raw
Combat is focussed on giving players real choices, and typically ends quickly as enemies have few \glsentrytext{hp}.
Characters have a limited supply of luck which allows them to avoid damage.
One this is gone, any wounds remain until the character has a sufficient time to rest, but the adventure can continue as luck regenerates long before wounds.
Once this is gone, any wounds remain until the character has a sufficient time to rest, but the adventure can continue as luck regenerates long before wounds.
Adventurers who are seriously injured can continue fighting moments later, once their luck returns.
This leads to a cycle of `damage, healing, damage', but still recognises some wounds as serious, night-long affairs.
......@@ -49,7 +49,7 @@ If you're looking for a pre made campaign world, monsters, and stories to tell,
\noindent
This book has some serious problems, and that's fine. I've put this under a share-alike licence,\footnote{\tt GNU General Public License 3 or (at your option) any later version.} so anyone can grab a copy of the basic \LaTeX~ document it's written in and change things. This isn't the Open Gaming Licence of D20 where they magnanimously allow you to use their word for a mechanic and let you publish things for their products -- this is a publicly owned book.
No longer do imaginative \acrshortpl{gm} have to scribble their inspired house rules onto the back of an old banking statement and cello tape it to the last page of the core book.
No longer do imaginative \acrshortpl{gm} have to scribble their inspired house rules onto the back of an old banking statement and Sellotape it to the last page of the core book.
Instead, you have the complete source documents, and can modify it as you please, creating a cohesive book.
If you spot an error, you can correct it.
If you want to add a couple of spells, it's no problem.
......@@ -58,7 +58,8 @@ Once you're happy with your changes, you might even send it off to a printing sh
And if you happen to make some useful additions, or even deletions, be sure to add them to another git project, where others can benefit from your genius.
With a little work, we could get real community-based RPG. Something that's always free, something that gets a new edition as and when people want, with just the changes that people want -- a continuously evolving work.
With a little work, we could get a real community-based RPG.
Something that's always free, something that gets a new edition as and when people want, with just the changes that people want -- a continuously evolving work.
This particular version was last revised on \today.
......
......@@ -31,7 +31,9 @@ Sindon's player decides to spend his 7 saved up Story Points.
\textit{``Yes''}, says Sindon. \textit{``It's been twenty years, so I suppose it's time to go and see my father. You can come out now''}.
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 with the necromancer.
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.
\end{multicols}
......@@ -81,8 +83,8 @@ The character in question cannot have any martial or magical Skills.
\story{1}{Perhaps we can make a detour}
You know of a sacred location nearby, perhaps a church, or a shrine or just a sacred cavern where the land is teeming with magic.
In this sacred area, anyone stepping into it receives 1 \gls{mp} per \gls{round}.
If the spot is guarded by a spirit then this spirit or other creature then they are friendly to you.
The place will not necessarily help you hide or defend yourself unless you are also spending Story points to make it a place to rest.
If the spot has a guardian then they are friendly to you.
The place will not necessarily help you hide or defend yourself unless you are also spending Story Points to make it a place to rest.
\footnote{Those following the Code of Experience gain no \glsentrytext{xp} for finding this location.}
\story{1}{Oh! Don't I know him}
......@@ -103,7 +105,9 @@ You have spent a significant amount of time in another culture. You know their l
At the point a new character joins the group you can select one other player and have a shared background with them (or with another, if your character is new). You describe how you previously met and possibly adventured together. From then on, you can split the cost of stories, so if the group wants to find a safe space to rest then instead of one character spending 2 Story points you could each spend 1. Each of you can use characters from the other's background, because all your Stories have the option of being shared stories. If you are both of noble heritage, any money you get must be divided between you. If you are both friends with a skilled armourer, they will only be able to repair one piece of armour at a time.\footnote{This Story is transitive and symmetrical, so if player A shares a background with player B and player B shares a background with player C then player C also shares a background with player A.}
\story{2}{I can talk to a guy who might be interested}
You know a low-down thug, cut-throat, soldier, or sellsword who'd just love to join you for this one adventure for cheap or for a simple favour. They're a typical example of the race with an additional +1 to an Attribute and a +2 Combat bonus or Projectile bonus. Your contact also has 1 Skill at level 2 and one piece of armour, one weapon and one other piece of equipment. Each piece of equipment can be worth no more than 10 \gls{sp}.
You know a low-down thug, cut-throat, soldier, or sellsword who'd just love to join you for this one adventure for cheap or for a simple favour.
They're a typical example of the race with an additional +1 to an Attribute and a +2 Combat bonus or Projectile bonus.
Your contact also has 1 Skill at level 2 and one piece of armour, one weapon and one other piece of equipment. Each piece of equipment can be worth no more than 10 \glspl{sp}.
For example, your friend might be a human fighter with Strength +2, Speed 0, Dexterity 0, Intelligence 0, Wits -1, Charism 0, with the Skills of Combat +2 and Stealth +2. Their equipment might be Complete leather armour, a pole axe and rations.
......
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