diff --git a/gm.tex b/gm.tex index 1c128bc2c6320c4b7dce8cd78c31e239f33cfca1..15623e58b61337ca786f552936ec6c828af26833 100644 --- a/gm.tex +++ b/gm.tex @@ -432,6 +432,9 @@ and even limiting movement. Each weather condition should be given some rating for the \glspl{fatigue} and other conditions. +Weather-appropriate clothing generally reduces the \glspl{fatigue} suffered by 2.% +\footnote{Characters can purchase this clothing -- see \autopageref{warmClothes}.} + For example: \begin{itemize} @@ -444,22 +447,17 @@ For example: Therefore, a troupe marching 6 miles would normally suffer 6 \glspl{fatigue}, but in this case they would only manage to walk 3 miles. Of course the snowstorm add an additional 3 \glspl{fatigue}, making 9 in total. \item - Heatwave (4): - 4 \glspl{fatigue} per quarter of the day, or just 2 with cooler clothes. + Extreme Heatwave (4): + Characters suffer 4 \glspl{fatigue} in the morning and afternoon, or just 2 with cooler clothes. Anyone wearing armour is \emph{not} wearing weather-appropriate clothing. Of course, this means someone standing around from morning to evening would suffer serious sunburn, doled out as 8 \glspl{fatigue}. \item Hailstorm (2): - 2 \glspl{fatigue} without weather-appropriate clothing, lasts only one scene. + Everyone suffers 2 \glspl{fatigue} without weather-appropriate clothing, lasts only one scene. \end{itemize} -Adverse weather conditions inflict \glspl{fatigue} every quarter of the day -- the default is `3', but it could be any amount, depending on the weather. -\footnote{See \autopageref{daytimes} for day quadrants.} -This can be reduced by 2 \glspl{fatigue} by wearing weather-appropriate clothing. -\footnote{Characters can purchase this clothing -- see \autopageref{warmClothes}.} - \end{multicols} \section{Side Quests}\label{sidequests}