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Verified Commit f56bbeea authored by Malin Freeborn's avatar Malin Freeborn
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edit intro to fp

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......@@ -164,15 +164,6 @@ During combat, everyone should focus on the task at hand, and communicate sparin
The \glspl{pc} have a limited supply of luck -- often enough to prevent an injury, nearly always enough to hold back death.
The first tooth, axe, or claw, are a lesson; the rest probably death.
\subsubsection{Narrative Flow}
comes naturally from battles where the \glspl{pc} have a near-miss, then take a permanent injury, but revive through returned courage.
\Pgls{pc} can go down to 1~\gls{fp}, then 2~\glspl{hp}, and \pgls{interval} later stand and persevere, as their luck returns.
\Glspl{fp} act just like `courage points' for \glspl{pc} (or even players) as a lot means `battle', and none means `run'.
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.
Injury is paid in \glspl{fp} while they last, then Damage starts to take large chunks from the \glspl{pc}.
\subsubsection{The Mechanic}
simply lets players spend \pgls{fp} instead of losing \pgls{hp}.
\Glspl{pc} can store a number of \glspl{fp} equal to their total \glspl{xp}, divided by 10, plus their Charisma Bonus.
......@@ -187,6 +178,16 @@ $1D6$ return after \pgls{interval}.%
\Glsentrylongpl{fp} never stop \glsentrylongpl{ep}.
Character who can survive a dozen archers through luck can still become exhausted, or poisoned.
\subsubsection{Narrative Flow}
often adjusts to \glspl{fp}, as the troupe will often retreat when their luck runs low, and become fiercer after \pgls{interval} or two of rest.
However, \glspl{fp} are not a `meta-currency' -- they are diegetic.
\Glspl{witch} can detect someone's \glspl{fp} with \glspl{spell}, and people have a vague sense of their own \glspl{fp} as a feeling of courage.
The players will likely feel the same as a lot of `courage points' lets the character charge into battle, while running low means `run'.
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.
Injury is paid in \glspl{fp} while they last, then Damage starts to take large chunks from the \glspl{pc}.
\end{multicols}
\widePic[t]{Roch_Hercka/cave_fight}
......@@ -602,13 +603,15 @@ If they try jump out of the way with \roll{Speed}{Athletics}, then failure impli
\makeAutoRule{sneakattack}{Sneak Attacks}{\roll{Dexterity}{Stealth}, roll Damage at +2}
\label{sneakattack}
\index{Melee!Sneak Attack}
aren't generally possible during a fight.
Elsewhere, they might use Dexterity, Intelligence, or something else.
can use different \glspl{attribute}, depending on the situation -- Dexterity helps when moving behind someone silently, while Intelligence helps moving to somewhere unremarkable and just letting the target approach.
Sneak attacks do nothing when people have their guard up, so they should not be used during a fight, outside of exceptional circumstances, and even then should incur heavy penalties (at the \gls{gm}'s discretion).
Heavy weapons do not help much with surprise attacks, as one needs to swing them up into position.
Any weapon with a \gls{weight} higher than 1 adds its \gls{weight} to the \gls{tn}.
Sneak attacks work better with smaller weapons, while longer weapons can signal an attack before hit happens.
Therefore, every weapon's attack Bonus becomes a Penalty when attempting a sneak attack.
If successful, the sneak attack deals +2 Damage, and provides an automatic \gls{vitalShot}.
If successful, the sneak attack deals standard Damage with a +2 Bonus, and provides an automatic \gls{vitalShot}.
\stopcontents[Manoeuvres]
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