diff --git a/combat.tex b/combat.tex index 73d2b37334d17b40915a37d5073df310259cdbf5..c13701341e3a8eb0c89ffd147f01f0245b56049f 100644 --- a/combat.tex +++ b/combat.tex @@ -168,6 +168,8 @@ During combat, everyone should focus on the task at hand, and communicate sparin \end{multicols} +\widePic[t]{Roch_Hercka/cave_fight} + \section{Equipment} \begin{multicols}{2} @@ -216,9 +218,9 @@ Their Attack Bonus is 0, their Damage Bonus is equal to their \glsentryname{weig \shieldchart -\boxPair{ +\boxPair[t]{ \subsubsection*{Example} - An armoured knight stands with a flail. + \Pgls{sunGuard} stands with a flail. His basic Attack Score is 10, so rolling 10 means a draw. His full plate armour has \pgls{covering} of 5, so to hit him, a \gls{pc} will need to roll the $\gls{tn} + 5$. @@ -313,10 +315,6 @@ Allowing someone to move within this pile of metal requires rare artisans. means tough skin (or scales, or chitin\ldots) thick enough to push back blades. Natural armour always has \pgls{covering} of 4 unless otherwise specified, because it covers almost all of the body, but still leaves weak spots open such as the eyes or the kneecaps. -\begin{figure*}[b!] - \projectilesChart -\end{figure*} - \subsubsection{Stacking Armour} \label{stackingarmour} @@ -356,6 +354,10 @@ The only different \emph{kinds} of armour can stack up in this manner, so player Projectiles have their own M\^el\'ee Skill, which covers everything from javelins to bows. Archers roll to hit with Dexterity + Projectiles, resisted by the opponent's Speed + Vigilance, then (if successful) roll for Damage, just like toe-to-toe combat. +\begin{figure*}[t!] + \projectilesChart +\end{figure*} + \input{config/rules/projectiles.tex} However, unlike toe-to-toe combat, those on the receiving end cannot reflexively dodge; they must have at least 1 \gls{ap} to spend in order to add their Speed + Vigilance to the archer's \gls{tn}. @@ -462,6 +464,7 @@ If they are part of a group of 5 people, any roll of 5 or under means they have Companions who are are accidentally hit can evade by simply spending 1 \gls{ap}. It is quite possible to kill a companion while fighting blind. +\null \subsubsection[Darkness: Roll Bonus cannot exceed Wits + Vigilance]{Darkness} \label{darkness} \index{Darkness} @@ -630,7 +633,7 @@ Characters who have been rammed must be able to move far back enough as part of \index{Combat!Sneak Attack} Sneaking up on someone requires a Dexterity + Stealth check, vs the target's Wits + Vigilance, but circumstances will change this roll dramatically. -A sleeping target will suffer extreme penalties, while anyone attempting this manoeuvre on a battlefield should receive a hearty laugh from the \gls{gm}, along with \gls{tn} 20. +A sleeping target will suffer extreme penalties, while anyone attempting this manoeuvre on a battlefield should receive a hearty laugh from the \gls{gm}, along with \gls{tn}~20. 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}. diff --git a/spells.tex b/spells.tex index 7620a2c6b60b77a171454986e4f0085dc80d15a0..fa5b1b946e6380d6950933b2d7df48092b90de27 100644 --- a/spells.tex +++ b/spells.tex @@ -19,13 +19,10 @@ The primordial breath to speak the language of spells comes from the wind, bring Of course, spellcasters without the patience for inspiration often resort to just gutting a giant arachnid for its webbing, mixing in some griffin-feathers, and twisting the world by force. A good witch leaves no part of her prey unused. -\columnbreak \input{config/rules/spells.tex} \end{multicols} -\clearpage - \section{First Level Spells} \begin{multicols}{2} diff --git a/traits.tex b/traits.tex index 5dc66f942925fc25f502d25b2e7962c4752a510c..dc271a1aa7efbe39194f3781328db1967525b0e6 100644 --- a/traits.tex +++ b/traits.tex @@ -999,4 +999,3 @@ Players should be able to use this to their advantage, just as their \glspl{pc}' \end{multicols} -\widePic[t]{Roch_Hercka/cave_fight}