@@ -205,9 +205,9 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to
\Gls{village} 2 has poisoned meat-on-sticks around its perimeter, to kill any wandering predators.
It's a march South, so he thinks `South March', then names it `Soumarch'.
The \gls{gm} should not consider the \gls{village}-event charts and random tables `hard rules' -- they exist to support the \gls{gm} when they need to throw some chaos into the game.
You can find the random rolls in the \textit{Book of Judgement}%
%The \gls{gm} should not consider the \gls{village}-event charts and random tables `hard rules' -- they exist to support the \gls{gm} when they need to throw some chaos into the game.
%You can find the random rolls in the \textit{Book of Judgement}%
@@ -218,16 +218,25 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to
I want to meet that hag.
Can we walk ten miles in an afternoon?
\item[\gls{gm}:]
Sure, you can travel 10~miles in a day without exertion.
Sootfilch and Grogfen are human, so they can ignore some \glsentrylongpl{ep} while marching.
10 miles in an afternoon is pushing it, especially in the cold.
You can push it, or just travel 5~miles, then go for another 5 in the evening.
\item[Player 1:]
And Laiquon's an elf, so he can ignore the cold.
Laiquon's an elf, so he can ignore the cold.
\item[\gls{gm}:]
Oh yea\ldots the \gls{jotter} will have warm clothes for everyone else, but you humans two will have to take 2~\glsentrylongpl{ep} from the freezing weather.
Oh yea\ldots the \gls{jotter} will have warm clothes for everyone else, but you humans two will have to take 1~\glsentrylong{ep} from the freezing weather.
\end{description}
}{
The \glspl{pc} can travel ten miles a day without exertion, which works out fine.
Each day has four \glspl{interval} -- morning, afternoon, evening, and night.
Characters can walk 5 miles in \pgls{interval} without exertion, so they usually go 10 miles a day, or 15 with good supplies and no distractions.
If they find a time-sensitive mission, they can always endure the weight of a few \glsentrylongpl{ep} in order to get there faster.
Preparation. & March 5 miles & Marching 5 more. & Sleep at the \gls{village}. \\
\end{tabularx}
}
\sideBySide{
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@@ -277,9 +286,20 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to
}{
When two people (or creatures) act against each other, the player rolls at \tn[7], plus their opponent's score.
\vspace{.5em}
\noindent
\begin{tabularx}{\linewidth}{YcY}
\hiderowcolors
Wits~-1 + Vigilance~0 & vs & Dexterity~2 + Stealth~3 \\
\end{tabularx}
$$2D6+\underbrace{-1+0} ~vs~ 7+\underbrace{2+3}$$
The creature's total Bonus is +5, so Player 2 must roll at \gls{tn} 12.
$$2D6+\underbrace{-1} ~vs~ 7+\underbrace{5}$$
$$2D6-1 ~vs~ 13$$
The creature's total Bonus is +5, so at \tn[12] Grogfen fails before Player 2 rolls.
}
\sideBySide{
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@@ -306,9 +326,8 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to
Everyone starts combat with 3~\glsentryfullpl{ap} plus their Speed Bonus.
Having more \glspl{ap} lets you act before others, and do more.
Since most combat actions resist an opponent, spending \pgls{ap} usually forces an opponent to spend one too.
These forced-expenditures can push characters into negative \glspl{ap}.
A character on negative \glspl{ap} feels seriously flustered, and takes the negative as a penalty to their actions.
When someone attacks you, it forces you to spend \glspl{ap} to resist.
This can push your \glspl{ap} below 0, and every step down inflicts a penalty to all actions.
For example, a character on -2~\glspl{ap} would take a -2 penalty to all actions (and could only act in response to something acting against them).
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@@ -334,10 +353,22 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to
Player 3 -- one \roll{Wits}{Vigilance} roll, please (\tn[11]).
\end{description}
}{
Characters cast spells with Charisma plus an elemental Skill, as they literally speak to the elements.
Spells work like any other roll, including when making a Resisted roll -- the spellcaster uses their Bonus to resist the opponent, or players roll their \gls{pc}'s Bonus against the \gls{npc}'s.
Characters cast spells with Charisma plus an elemental Skill, as they literally speak to the elements.
Most spells come with a suggested statement, but the player can fill in anything (or nothing).
\vspace{.5em}
\noindent
\begin{tabularx}{\linewidth}{YcY}
\hiderowcolors
Charisma~2 + Earth~1 & vs & Speed~2 + Athletics~2 \\
\end{tabularx}
$$2D6+\underbrace{2+1} ~vs~ 7+\underbrace{2+2}$$
$$2D6+\underbrace{3} ~vs~ 7+\underbrace{4}$$
$$2D6+3 ~vs~ 11$$
}
\sideBySide{
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@@ -345,7 +376,7 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to