From e988576c15553c37940cd33ca738efb7c1b7e2fa Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Wed, 25 Oct 2023 19:13:01 +0200 Subject: [PATCH] edit traits - shorten the lot --- traits.tex | 46 ++++++++++++++++++++++------------------------ 1 file changed, 22 insertions(+), 24 deletions(-) diff --git a/traits.tex b/traits.tex index 8fab62a7..b673a383 100644 --- a/traits.tex +++ b/traits.tex @@ -823,22 +823,20 @@ Wyldcrafters can track people and prey throughout any standard above-ground terr \begin{multicols}{2} \noindent -At this point you might be wondering how anyone is going to survive past their first battle. -6 or 7 \glspl{hp} is not a lot when the Damage is often $2D6$ or higher. -\Glsentryfullpl{fp} provide a small safety-net to \glspl{pc}, at least for a little while. +Each of the \glspl{pc}, and some of the \glspl{npc} have a destiny. +However, destiny has a limite supply, so \glspl{pc} had best not rely on it. \input{config/rules/fate.tex} -Being fated by the gods, the \glspl{pc} have some extra chances to live another day, so they begin each mission with their full allotment of \glspl{fp}. -And since the gods love some more than others, the Charisma Bonus modifies the total. +\Glspl{fp} provide much of the game's narrative flow, as \glspl{pc} encounter near-misses, then damage, and decide to run away as they're completely `out of luck'. +Soon after, they remain wounded, but their `luck as returned', and they can press-on, despite retaining a serious injury. -\Glspl{npc} can also store \glspl{fp}, but (unlike the \glspl{pc}), they start with none. -However, if \pgls{npc} returns for another scene, they gain $1D6$ \glspl{fp} each time.% +Losing \glspl{fp} can mean any number of things. +\Pgls{pc} might stumble slip and catch themselves just in time, causing an arrow to narrowly miss their head; or the enemy might swing their sword and strike a stray tree-branch. -\Glsentrylongpl{fp} create a flow throughout the game's Damage, as \glspl{pc} can lose \glspl{fp} and \glspl{hp}, then regenerate their \glspl{fp}, and continue fighting with most of their effective `hit points' still available. -For example, someone with 7 \glspl{hp} and 7 \glspl{fp} would have a total of 14. -After a taxing battle, they might lose all \glspl{fp} and 4 \glspl{hp}. -But after some \glspl{interval} of rest, they regain all \glspl{fp}, leaving them with 7 again; this places the \gls{pc} 10 Damage away from defeat. +\Glspl{pc} begin with a full alotment of \glspl{fp}, while \glspl{npc} start with none. +However, everyone (including \glspl{npc} present in the scene) regains $1D6$ \glspl{fp} at the end of each \gls{interval}.% +\footnote{See \autopageref{interval} for more on \glspl{interval}.} \end{multicols} @@ -890,26 +888,26 @@ If the character is accruing \glspl{fatigue} from running or wrestling, they wou \Glspl{fatigue} cannot be mitigated with \gls{fp}. Characters who can luck their way out of being shot by arrows and roasted by dragons can quite easily be punched and dragged away, or collapse after a long run. -\subsection{Gaining Fatigue} - -\noindent -Each round running, climbing, in combat, or otherwise exerting oneself inflicts a \gls{fatigue}. -Armour also inflicts a number of \glspl{fatigue} equal to its \glsentryname{weight} at the end of each interval. - -\Glspl{fatigue} pile up extremely quickly, for all manner of reasons. -However, players only apply them at the end of the interval. -Running, fighting, and jumping generate a lot of adrenaline, which keeps any tiredness at bay while the action is on. -The real danger in \glspl{fatigue} is persistent action, when characters have no chance to recover from a previous battle. - \subsubsection{Special Categories} \Glspl{fatigue} can represent all manner of problems a character has -- not just tiredness -- and some remain for longer than others. -\paragraph{Poison} can become a nasty drag on a character, and a serious poisoning can prompt even the strongest fighter to return home. +\paragraph{Marching} inflicts \pglspl{fatigue} each mile of rough terrain, and half that when walking on a road (meaning 1 \gls{fatigue} every 2 miles). +Since characters recover half their \glspl{fatigue} over \pgls{interval} of rest, a character with 8 \glspl{hp} could march 4 miles in the morning, recover 4 \glspl{hp} over an afternoon's rest, and repeat that over the evening and night. +That leaves characters marching a number of miles equal to their \glspl{hp} each day, without acruing \glspl{fatigue}, or double their \glspl{hp} when walking on a road. + +Of course, characters can push themselves as much as they want, and cover as much ground as they want, until the \gls{fatigue} penalties stop them walking. + +\paragraph{Poison} can become a nasty drag on a character, and a serious poisoning can prompt even the strongest fighter to go find a cure, before he vomits any more blood. \paragraph{Starvation} is another special case. \glspl{fatigue} inflicted from starvation are marked with an `$S$', and each of these points only heal once the character has had a full meal. -\end{multicols} +\subsubsection{\Glsfmtplural{npc}} +\Glspl{npc} should acrue \glspl{fatigue}, just like the \glspl{pc} do. +The \gls{gm} might assume \glspl{npc} have a number of \glspl{fatigue} equal to half their \glspl{hp} at any time, unless the situation suggests otherwise. +Players should be able to use this to their advantage, just as their \glspl{pc}' tired bodies work to their disadvantage. + +\end{multicols} -- GitLab