diff --git a/Makefile b/Makefile index 4db93ca9ded65e02bec3c99c0574bc608be3e90a..475e7707cb633487fb3f5744dec87b740338f96f 100644 --- a/Makefile +++ b/Makefile @@ -19,7 +19,7 @@ ref: make rm .ref mv main.pdf bind_ref.pdf -all: ref resources.pdf ${filename}.pdf +all: ref ${filename}.pdf resources.pdf tree: [ -e ../config ] || ( echo "You don't have a local config repo" && exit 1 ) git status diff --git a/README.md b/README.md index 22b584a6ebc3c815ef42b49631050ddceb1da4a2..4616ba61e31c82343802273e19cdd8ba2f352336 100644 --- a/README.md +++ b/README.md @@ -211,10 +211,10 @@ If you want to get involved, there are a number of ways to contribute: - Or if you don't like how I'm handling the book, fork it and make your own. -[core download]: https://belgradecats.tk/share/bind.pdf -[reference]: https://belgradecats.tk/share/bind_ref.pdf +[core download]: https://ttrpgs.org/share/bind.pdf +[reference]: https://ttrpgs.org/share/bind_ref.pdf [wiki]: https://gitlab.com/bindrpg/core/-/wikis/home [aif]: https://gitlab.com/bindrpg/aif -[cs]: https://belgradecats.tk/share/bind_cs.ods +[cs]: https://ttrpgs.org/share/bind_cs.ods [board]: https://gitlab.com/bindrpg/core/issues [issuesEmail]: mailto:incoming+bindrpg-core-16324687-issue-@incoming.gitlab.com diff --git a/cc.tex b/cc.tex index 4b64a7fa2e95030e53e98083c926a2376c0fee75..e53274e2003e035c0c9ec069c42f1507b1ea33d4 100644 --- a/cc.tex +++ b/cc.tex @@ -1,4 +1,7 @@ -\chapter{Character Creation}\index{Traits}\index{Character Creation}\label{character_rolls} +\chapter{Character Creation} +\index{Traits} +\index{Character Creation} +\label{character_rolls} \settoggle{bestiarychapter}{true} \begin{multicols}{2} @@ -35,7 +38,8 @@ Otherwise, you fail. \end{multicols} -\section{Races}\index{Race} +\section{Races} +\index{Race} \newcommand{\racechart}{ \begin{tcolorbox}[tabularx={clX},arc=1mm,adjusted title=Race] @@ -152,7 +156,9 @@ These are the basic Traits which characters must use over and over again for eve \input{story/2-cc.tex} }{} -\subsection{Body Attributes}\index{Body Attributes}\index{Physical Attributes} +\subsection{Body Attributes} +\index{Body Attributes} +\index{Physical Attributes} These are the Attributes determined wholly by the character's body. Humans and gnolls tend to excel here, where elves and gnomes are smaller, more delicate creatures. Monsters, beasts and stranger creatures are all described with these three Body Attributes. @@ -179,7 +185,8 @@ It is slightly less visible than the other Body Attributes, but can still be see \subsection{Mind Attributes} -\index{Mind Attributes}Mind Attributes determine the character's personality and how adept they are with thought-based Skills such as Academics. It is also the basis of a lot of magical ability and defences against magical abilities. +\index{Mind Attributes} +Mind Attributes determine the character's personality and how adept they are with thought-based Skills such as Academics. It is also the basis of a lot of magical ability and defences against magical abilities. \subsubsection{Intelligence} @@ -216,11 +223,14 @@ If players prefer, they can design their own characters. In this case they selec \begin{figure*}[t] \begin{tcolorbox}[tabularx={>{\small}c||>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X|>{\small}X},arc=1mm] -\tiny +\tiny\raggedright & Strength & Dexterity & Speed & Intelligence & Wits & Charisma \\\hline\hline - Academics & Lifting Books & Forgery & Sorting Paperwork & Recalling facts & Resisting an enchantment spell & Storytelling \\\hline + Academics & Orating to a massive crowd & Forgery & Courier Runs & Recalling facts & Resisting an enchantment spell & Storytelling \\\hline + Athletics & Lifting heavy loads & Climbing & Sprinting & Finding the easiest route to climb & Identifying optimal climbing conditions & Stage acrobatics \\\hline + Beast Ken & Wrestling a~boar & Untying a~horse's bridle & Catching a~chicken & Understanding how to make a~horse ride longer & Spotting that a boar is pregnant & Calming a~horse \\\hline Deceit & Intimidation & Feigning an injury & Spreading a rumour across an entire town & Crafting a plausible lie & Making a quick excuse & Implausible lies \\\hline + Stealth & Hiding in a hay bail & Moving quietly & Escaping into a crowd & Identifying the best hiding spot & Quickly hiding & Pretending to be anther guest at the ball \\\hline Vigilance & Keeping watch all night & Feeling for an exit in the dark & Searching a full forest for a particular tree & Investigating a crime scene & Spotting an illusion spell & Finding the best con target at a banquet \\\hline \end{tcolorbox} @@ -431,8 +441,8 @@ One might also add this Skill to Intelligence to spot important facts written on \begin{multicols}{2} \noindent -If you're used to a more class-based system, or just want some suggestions getting started, you can use the following starting defaults. -An alchemist is just someone with spells, and a rogue is just someone with skills. +There are no `character classes' in BIND, but if you want some sensible defaults to make a `fighter', or `thief', you can start with these values. +An alchemist is just someone with spells, and a rogue is just someone with the Sneak Skill. To apply a template, you can add the racial bonuses to the characters as they are, or roll up a random race and random Attributes, then apply the template. Once the game starts, you can continue with the same concept, or morph the character into something else. @@ -448,7 +458,8 @@ These templates can also be used to pull in quick \glspl{npc} with \glspl{storyp Need a quick druid companion to drop onto the set? Take the druid below, adjust stats if the \glspl{xp} totals don't work, and your \gls{npc} is ready to go. -\subsection{Alchemist}\index{Alchemist} +\subsection{Alchemist} +\index{Alchemist} Alchemists start with Academics 1, Invocation 2, Illusion 1 and MP 2. If their Intelligence or Wits is below 0 then raise it by one level. @@ -470,9 +481,22 @@ They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes} {0}% COMBAT {Academics~1, \Path{Alchemy}{\invocation 2, \illusion 1}}% SKILLS -{Dagger, 1 x adventuring equipment}% EQUIPMENT +{\Dagger, 1 x adventuring equipment}% EQUIPMENT {} +\subsubsection{Spells} + +\paragraph{Standard Spells:} +With Invocation 2, the alchemist can focus for 2 rounds and spend 2 \glspl{mp}, and cast a \textit{Raging Fireball}. +This spell inflicts $1D6+2 Damage$, but isn't terribly useful, due to the long casting time. + +With Illusion level 1, the alchemist can focus for 1 round and spend 1 \gls{mp} to make anything look like anything. + +\paragraph{Quick Spells:} +Invocation level 1 can be cast instantly, because it it not the highest level. +The alchemist can cast a \textit{Fireball} spell for 1 \gls{mp}, by spending only 4 Initiative. +It deals $1D6$ Damage. + \subsubsection{Illusionist} \index{Illusionist} @@ -496,6 +520,17 @@ The Craft and Empathy skills means the illusionist is best at making illusions o {\Dagger, \completeleather, 2 x adventuring equipment}% EQUIPMENT {} +\subsubsection{Spells} +\paragraph{Standard Spells:} + +With a full three rounds (and 3 \glspl{mp}), the caster could create a \textit{Wide, Independent Illusion}, creating just about any two facsimiles out of nothing. +Or at the same cost, the illusionist might make themself completely invisible, with a \textit{Negative Illusion}. + +\paragraph{Quick Spells:} +With Illusion at level 3, this alchemist can cast up to level 2 Illusion spells instantly by spending 5 Initiative and 2 \glspl{mp}. +A \textit{Ranged Illusion} could make something far away change its appearance, or a \textit{Wide Illusion} might change how two people look, instantly. +Alternatively, the cast could create a \textit{Realistic Illusion} or himself as another type of creature, or cast an \textit{Independent Illusion} at any point. + \subsection{Priest of \Glsentrytext{naturegod}} Priests of \Glsentrytext{naturegod} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift. @@ -519,6 +554,11 @@ Their starting equipment includes partial leather armour, camping equipment, a s {\spear, \partialleather, dagger}% EQUIPMENT {} +\subsubsection{Spells} + +\paragraph{Standard Spells:} +Such a druid can focus for a round and spend 1 \gls{mp} to transform one animal into another, or can freeze over a patch of river, cast a magical light, or perform any other first level Aldaron spell. + \subsubsection{Arch Druid} This follower of \gls{naturegod} has later gained both martial and magical ability. @@ -541,6 +581,9 @@ Water can be turned to slime or webbing, webs could be turned to water, and the {\spear, \partialleather, dagger, 1 x adventuring equipment}% EQUIPMENT {\addtocounter{fp}{5}} +The arch druid can perform the same spells as before, but faster -- level 1 Aldaron spells can be cast instantly, such as \textit{Light}; as can level 2 Polymorph spells such as \textit{Race Change}. +Additionally, the druid can spend 3 rounds to cast a \textit{Freeform} spell to Polymorph into all manner of weird and wonderful shapes, such as a fire elemental with an \textit{impenetrable hide} (with 4 \gls{dr}). + \subsection{Priest of \Glsentrytext{justicegod}} Priests of the god of honour begin with Fate 2, Academics 1, Medicine 1 and MP 4. @@ -565,6 +608,17 @@ After gaining \gls{xp}, some adventuring clerics focus upon martial abilities, w {\quarterstaff, \partialleather}% EQUIPMENT {\addtocounter{fp}{5}} + +\subsubsection{Spells} + +\paragraph{Standard Spells:} + +By focussing for 2 rounds and spending \glspl{mp}, the priest can divine the future, with the Auguary spell, or bless their companions with $1D6$ \glspl{fp}. + +\paragraph{Quick Spells:} +With \textit{Blessing}, by spending 4 Initiative and 1 \gls{mp}, the priest can curse a target, stripping them of $1D6$ \glspl{fp}. +The \textit{Lending Hand} spell allows priests to add a +1 Bonus to any skill of any character, so long as the priest's Skill level is higher than the character's. + \subsubsection{Cleric} Those with the rarest blessings from \gls{justicegod} can command enemies to `halt', dazzling them with visions of a wrathful god, or even curse those doing something wrong to continue that same action forever. @@ -588,7 +642,8 @@ Those fighting could be forced to continue until they die from a sword or drop d {\quarterstaff, \partialchain, medical equipment, 2 x adventuring equipment}% EQUIPMENT {\addtocounter{fp}{5}} -\subsection{Rogue}\index{Rogue} +\subsection{Rogue} +\index{Rogue} Rogues begin with Combat 1, 10 \glspl{fp}, Stealth~2, Larceny~1 and the Knack: Perfect Sneak Attack. If they have a Body Attribute at -1, raise it by one level. @@ -613,7 +668,8 @@ They follow the Code of Acquisition. {\longsword, \completeleather, dagger, lock pick tools, 1 x adventuring equipment}% EQUIPMENT {\addtocounter{fp}{5}} -\subsubsection{Bard}\index{Bard} +\subsubsection{Bard} +\index{Bard} Alternatively, rogues may go the route of a singing socialite, and even learn to imbue that song with magic. @@ -636,7 +692,8 @@ Alternatively, rogues may go the route of a singing socialite, and even learn to }% EQUIPMENT {\addtocounter{fp}{5}} -\subsection{Warrior}\index{Warrior} +\subsection{Warrior} +\index{Warrior} Warriors begin play with Combat 2, \gls{fp} 10 and the Knack: Adrenaline Surge. If the character has a single Body Attribute below 0 then buy it up a level; otherwise purchase the Tactics Skill at 1st level. @@ -679,7 +736,8 @@ Those focussed narrowly on advancing in martial abilities can become deadly. {\longsword, \partialchain, \bucklar}% EQUIPMENT {\addtocounter{fp}{5}} -\subsubsection{Paladin}\index{Paladin} +\subsubsection{Paladin} +\index{Paladin} After progressing, particularly pious fighters can gain a level or two in Fate, allowing them to ask for Divine Guidance, curse enemies, or even gain additional \glspl{fp} before going into battle. @@ -699,7 +757,8 @@ After progressing, particularly pious fighters can gain a level or two in Fate, {\greatsword, \partialchain, \bucklar, 2 x adventuring equipment}% EQUIPMENT {\addtocounter{fp}{5}} -\subsubsection{Ranger}\index{Ranger} +\subsubsection{Ranger} +\index{Ranger} Fighters with an affinity for the wilderness may pick up nature-related abilities, such as talking with animals, or even summoning mists. Whether this comes through prayer or inborn abilities which develop over time, a little magic on the side of a character can make for a formidable fighter. diff --git a/combat.tex b/combat.tex index 6f8ca1d7cdf05e565e1c52ba7011f72c47218476..9cc1fc3a1c10fb27c74f0b1de69493826c65ead6 100644 --- a/combat.tex +++ b/combat.tex @@ -1,4 +1,5 @@ -\chapter{Combat}\index{Combat} +\chapter{Combat} +\index{Combat} \label{combat} \newcommand{\initiativechart}{ @@ -163,10 +164,11 @@ The \gls{tn} is 7 plus your opponent's Dexterity. Animals use a \gls{skill} called Aggression. It works exactly like the Combat \gls{skill} but only adds to the Strike Factor, and never to Initiative or Evasion. -\subsection{Damage}\index{Damage} +\subsection{Damage} +\index{Damage} \iftoggle{verbose}{ - \begin{figure*}[b] + \begin{figure*}[t] \begin{tcolorbox}[title=Dicey Damage] If you prefer your Dice in a more old-school format, you can easily give each weapon a different Damage die. @@ -189,7 +191,8 @@ If you hit, roll $1D6$ plus your Strength Bonus to determine Damage. The Damage is then taken off the enemy's \gls{hp}. Everyone has a number of \gls{hp} to withstand Damage. When your opponent is reduced to 0 \gls{hp}, they are defeated. -\subsubsection{Stacking Damage}\index{Combat!Stacking Damage} +\subsubsection{Stacking Damage} +\index{Combat!Stacking Damage} Damage Bonuses cannot extend forever. If the Damage bonus ever exceeds +3 then 4 points of the bonus are replaced with a die. Therefore, what might usually be $1D6+4$ Damage becomes $2D6$ Damage. @@ -218,7 +221,8 @@ The total bonus to defence, including any bonuses from weapons, is called the \t }{} -\subsection{Movement}\index{Movement} +\subsection{Movement} +\index{Movement} \label{movement} By spending two Initiative, characters can run as a \gls{quickaction}, acting before all other actions. @@ -237,11 +241,14 @@ A long fall might have broken the character's bone. A dagger could have slashed open several veins. Characters do not have many \glspl{hp} so losing even one is a serious matter. -\subsubsection{Healing}\index{Healing} +\subsubsection{Healing} +\index{Healing} Characters heal a quarter their \gls{hp} each week, rounded up. \subsubsection{Death} -\index{Death}Once a \gls{pc} reaches 0 \gls{hp} they must make a \index{Vitality Check}Vitality Check in order to stay alive. +\index{Death} +Once a \gls{pc} reaches 0 \gls{hp} they must make a \index{Vitality Check} +Vitality Check in order to stay alive. This is rolled at \gls{tn} 4 plus one for every negative \gls{hp} level.\iftoggle{verbose}{\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have. Stronger characters already have more \gls{hp}, which has already kept them farther from death.}}{} For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}. @@ -300,6 +307,8 @@ See Chapter \ref{knacks} for a full list of knacks. Rock & +1 & \ 0 & \ 0 & -5 & \\ + Stick & +1 & +1 & +1 & -2 & & \\ + \end{tcolorbox} \begin{tcolorbox}[arc=1mm,tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}}] @@ -308,7 +317,7 @@ See Chapter \ref{knacks} for a full list of knacks. Boulder & +4 & -1 & \ 0 & 6/8 & & Finishing Blow (page \pageref{finishingblow}) \\ - Cast Iron Skillet & +2 & \ 0 & \ +1 & -1/1 & & Adrenaline Surge (page \pageref{adrenalinesurge}) \\ + Cast Iron Skillet & +2 & \ -1 & \ +1 & -1/1 & & Adrenaline Surge (page \pageref{adrenalinesurge}) \\ Chair & +1 & +1 & +1 & 1/ 3 & \\ @@ -367,11 +376,13 @@ See Chapter \ref{knacks} for a full list of knacks. \begin{multicols}{2} -\subsubsection{Light Weapons}\index{Light Weapons} +\subsubsection{Light Weapons} +\index{Light Weapons} Light Weapons are those with a \gls{weightrating} of -2 or less. People wield them in one hand only, without problem, and can slash or stab with them in flurries of blows, quickly. They require only 4 Initiative points to attack with, so while an axe is far more damaging than a dagger, a dagger can unleash a flurry of blows before a single axe swing has taken place. -\subsubsection{Medium Weapons}\index{Combat!Medium Weapons} +\subsubsection{Medium Weapons} +\index{Combat!Medium Weapons} Swords, axes and all the regular weapons of warfare require a full 6 Initiative points to be swung. They grant excellent Combat Bonuses, often increasing the effects of all three Attributes. @@ -384,14 +395,16 @@ While this is a steep penalty to Initiative, the price can be worth the wielding Anyone wielding a medium (or indeed heavy) weapon with a \gls{weightrating} equal or greater than their racial maximum has an unwieldy weapon indeed, and suffers a -3 penalty to their Initiative. -\subsubsection{Heavy Weapons}\index{Combat!Heavy Weapons} +\subsubsection{Heavy Weapons} +\index{Combat!Heavy Weapons} Giants, monsters and a few extremely strong humans have the ability to heft weapons so large that they can only be used with both hands together -- all have a \gls{weightrating} of 4 or more. They grant excellent Bonuses, but require 8 Initiative points to attack. Anyone insane enough to attempt to use a large weapon one handed must suffer through a +4 increase in the weapon's \gls{weightrating}, which would make such weapons prohibitively heavy for most people. -\subsection{Shields}\index{Shields} +\subsection{Shields} +\index{Shields} Shields work like any other weapon, so they are useful both for attack and defence. However, they work best in defence. @@ -441,7 +454,8 @@ The secondary weapon adds half its Evasion Bonus, rounded up. \end{tcolorbox} } -\section{Armour}\index{Armour} +\section{Armour} +\index{Armour} \begin{multicols}{2} @@ -458,7 +472,9 @@ Perfect armour is a rating used for certain creatures which have natural armour \paragraph{Complete} armour adds +1 to the \gls{weightrating} and multiplies the price by 3. -\subsection{Vitals Shots}\label{vitals}\index{Combat!Vitals Shots} +\subsection{Vitals Shots} +\label{vitals} +\index{Combat!Vitals Shots} When attacking an opponent in armour, it is possible to make a shot so precise as to get a gap in a helmet, strike an opponent in the eye or slide a blade between overlapping plates. To get a Vitals Shot, one simply needs to roll high enough over the creature's regular \gls{tn} and all armour (meaning \gls{dr}) can be ignored. @@ -524,7 +540,9 @@ Lifting a gnome with a \gls{weightrating} of 4, and a club with a \gls{weightrat \subsection{Perfect Strikes} -\index{Combat!Perfect Strikes}Rolling a \gls{natural} `12' in combat, i.e. rolling two 6's, means the roll was a Perfect Strike. A Perfect Strike is guaranteed to hit even if it doesn't reach the opponent's \gls{tn}, it ignores both Partial and Complete armour (covered below) and it grants +2 Damage. +\index{Combat!Perfect Strikes} +Rolling a \gls{natural} `12' in combat, i.e. rolling two 6's, means the roll was a Perfect Strike. +A Perfect Strike is guaranteed to hit even if it doesn't reach the opponent's \gls{tn}, it ignores both Partial and Complete armour (covered below) and it grants +2 Damage. \end{multicols} @@ -570,9 +588,11 @@ The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied dir At the end of each Scene, players regenerate 2/5ths of their \glspl{fp}. Those with 5 \glspl{fp} total regenerate 2 temporary \glspl{fp}, and those with 10 \glspl{fp} regenerate 4 temporary \glspl{fp}, and so on. -While \glspl{npc} begin with 0 \gls{fp}, they too regenerate the normal amount each scene. In this way, an \gls{npc} might accumulate quite a number of \gls{fp}, and when some climactic end scene arises where the \glspl{pc} finally confront them, they will have a harder time of it, because the \gls{npc} has now become plot-important enough to merit some plot immunity, just like them. +While \glspl{npc} begin with 0 \gls{fp}, they too regenerate the normal amount each scene. +In this way, an \gls{npc} might accumulate quite a number of \gls{fp}, and when some climactic end scene arises where the \glspl{pc} finally confront them, they will have a harder time of it, because the \gls{npc} has now become plot-important enough to merit some plot immunity, just like them. -One exception here is creatures without a Charisma Attribute. Animals, undead and other creatures without any Charisma Bonus can never store \gls{fp} except through the use of Magic. +One exception here is creatures without a Charisma Attribute. +Animals, undead and other creatures without any Charisma Bonus can never store \gls{fp} except through the use of Magic. \end{multicols} @@ -606,7 +626,8 @@ One exception here is creatures without a Charisma Attribute. Animals, undead an \begin{multicols}{2} -\label{fatigue}\index{Fatigue} +\label{fatigue} +\index{Fatigue} \noindent Fighting, running and swimming can really take it out of you, especially when wearing heavy armour. Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective. @@ -698,7 +719,8 @@ The \gls{tn} to stop the bleeding is always 6 plus the number of Fatigue Points \paragraph{Starvation} is another special case. Fatigue inflicted from starvation is marked with an `$S$', and each of these points only heal once the character has had a full meal. -\subsection{Healing Fatigue}\index{Resting} +\subsection{Healing Fatigue} +\index{Resting} When the party take any part of the day to rest, they can heal a number of \glspl{fatigue} equal to half their \textit{current} \glspl{hp}; so someone with 4 out of 8 \glspl{hp} would be able to recoup 2 \glspl{fatigue} by resting, either for a full night, or by taking some chunk of the afternoon to sit quietly.% \footnote{The day is divided into four parts. See page \pageref{time}.} @@ -743,7 +765,9 @@ 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 attempt an Evasion roll by rolling with their current Evasion Factor against \gls{tn} 10; failure implies normal Damage from that attack. It is quite possible to kill a companion while fighting blind. -\subsubsection[Darkness: Penalty equals difference between combatants' Wits + Vigilance]{Darkness}\label{darkness}\index{Darkness} +\subsubsection[Darkness: Penalty equals difference between combatants' Wits + Vigilance]{Darkness} +\label{darkness} +\index{Darkness} \index{Combat!Darkness} Fighting in the darkness, or just twilight, can give a distinct advantage to those with sharper senses. @@ -1131,14 +1155,21 @@ Chases form some of the most dramatic scenes in an adventure. When running on an The system is simple -- one player rolls $2D6$ for the group. Each person then modifies this group score. Since the party will probably run at different paces, they have the option of abandoning slower members or slowing down to the pace of the slowest member. -The \gls{tn} is 6 plus the enemy's Speed + Athletics Bonuses. Failure means the characters are instantly caught, before they are able to run anywhere. If the players hit the \gls{tn} they manage to run through 1 area while being chased. For every Marginal point, they run through an additional area. If the Margin is ever 3 or more then they completely evade the enemy. If the party obtain less than total success, they and their pursuers both move and must roll again. +The \gls{tn} is 6 plus the enemy's Speed + Athletics Bonuses. +Failure means the characters are instantly caught, before they are able to run anywhere. +If the players hit the \gls{tn} they manage to run through 1 area while being chased. +For every Marginal point, they run through an additional area. +If the Margin is ever 3 or more then they completely evade the enemy. +If the party obtain less than total success, they and their pursuers both move and must roll again. The table is a guide to an unaltered roll. In most situations enemy Traits will affect the actual results of such a total by increasing or decreasing the \gls{tn}. The \gls{gm} is encouraged to give a fast-paced description of fast-moving scenery, hurriedly telling the players about a new area before moving instantly on. Each area covered holds new opportunities for getting away, or trapping the quarry -- whether that is the players or their prey. -Characters running through forests might encounter a marshy area, a stream, dense thickets, an open plain and then a sudden, steep hill. Those crossing plains might find a random encounter in their path, then a copse of trees. Those running up a mountain could find an area of loose rocks where the ground slides away from under their feet, a narrowing path upwards as rocky walls envelop them and then a misty lake covered in low-lying cloud. +Characters running through forests might encounter a marshy area, a stream, dense thickets, an open plain and then a sudden, steep hill. +Those crossing plains might find a random encounter in their path, then a copse of trees. +Those running up a mountain could find an area of loose rocks where the ground slides away from under their feet, a narrowing path upwards as rocky walls envelop them and then a misty lake covered in low-lying cloud. Each area covered also inflicts 1 Fatigue Point in addition to any for wearing armour or for Encumbrance Points. These Fatigue Points are applied after every roll rather than waiting until the end of the scene. @@ -1167,7 +1198,11 @@ Such is life. \subsection[Falling Damage]{Falling Damage} -\index{Falling}Characters who fall from a height suffer 2 Damage per square the character fell. 2 Damage alone converts to $1D6-2$ Damage, while 4 Damage would simply be $1D6$ and so on. Characters falling straight downward can attempt to mitigate 4 Damage by rolling Dexterity + Athletics at \gls{tn} 9. Those falling forward and down in an arc can try to roll along the ground to mitigate the Damage; they roll Dexterity + Athletics at \gls{tn} 7 and a successful roll indicates that they reduce incoming Damage by 4. +\index{Falling} +Characters who fall from a height suffer 2 Damage per square the character fell. +2 Damage alone converts to $1D6-2$ Damage, while 4 Damage would simply be $1D6$ and so on. +Characters falling straight downward can attempt to mitigate 4 Damage by rolling Dexterity + Athletics at \gls{tn} 9. +Those falling forward and down in an arc can try to roll along the ground to mitigate the Damage; they roll Dexterity + Athletics at \gls{tn} 7 and a successful roll indicates that they reduce incoming Damage by 4. The maximum Damage someone can suffer from a fall is 18, equating to $4D6+2$. diff --git a/config/monsters.sty b/config/monsters.sty index 49ae5cfd6c75e5ea051104a3888b946be400bed1..cc714bd635a4a20f3b32ba2a423697e982ba1654 100644 --- a/config/monsters.sty +++ b/config/monsters.sty @@ -188,7 +188,7 @@ % \newcommand{\adrenalinesurge}{Adrenaline Surge\addtocounter{strb}{1}\addtocounter{knacks}{1}} \newcommand{\disarm}{Disarm\addtocounter{knacks}{1}\addtocounter{xpbonus}{1}} -\newcommand{\Defender}{Defender\addtocounter{knacks}{1}\addtocounter{xpbonus}{1}} +\newcommand{\guardian}{Guardian\addtocounter{knacks}{1}} \newcommand{\furiousblows}{Furious Blows\addtocounter{knacks}{1}} \newcommand{\firststrike}{First Strike\addtocounter{spd}{1}\addtocounter{spdb}{2}\addtocounter{knacks}{1}} \newcommand{\specialist}[1]{Specialist (#1)\addtocounter{knacks}{1}} @@ -662,6 +662,7 @@ #1 \randomtwo \addtocounter{enc}{3} + \addtocounter{r2}{2} \randomtwoB \addtocounter{r2b}{-1} \randomthree @@ -671,7 +672,7 @@ {\arabic{r2b}}% DEXTERITY {\arabic{r3b}}% SPEED {\arabic{r4}}% WITS -{\arabic{enc}}% DR +{\arabic{r2}}% DR {\ifodd\value{r3} 3\else 4\fi}% AGGRESSION {Athletics~\arabic{r3b}, Survival~\arabic{r3}, \ifodd\value{r4} Vigilance~\arabic{r3b}\fi}% SKILLS {\web}% ABILITIES diff --git a/gm.tex b/gm.tex index 0b70438e176f91dd9da53326de534e09f68b6dd2..911d85a7bbf9db68059ed4200aa591076927fe2f 100644 --- a/gm.tex +++ b/gm.tex @@ -46,7 +46,8 @@ No rules will work all of the time, but by following a literal interpretation of \end{multicols} -\section{Random Encounters}\index{Encounters} +\section{Random Encounters} +\index{Encounters} \label{encounters} \begin{multicols}{2} @@ -375,7 +376,7 @@ Similarly, if a player attempts to cast an illusion of a strong man, and the hor Nobody like an opponent who's always letting them win. A \gls{gm} pulling out three basilisks on new \glspl{pc} is bad form, but it's even worse when the players are allowed to win by poor tactics. -\subsubsection{Basic Tactics} +\subsubsection{Focus} Basic tactics include two things: it's best to focus all attacks on single targets, and it's good to flank opponents whenever possible. @@ -384,8 +385,14 @@ Don't parcel up opponents in a fair and even-handed way -- they're there to dest If the \glspl{pc} want to survive, they'll need to take start stepping back at the right time, guarding each other, and killing faster. +\subsubsection{Throw} + Next up, remember the use of ranged weapons. Everyone from thieves to goblins can throw spears, and if no spears are available, they can throw rocks. +If the creatures have no Projectiles Skill, they'll have a -1 penalty, but twelve goblins throwing rocks can still cause some damage. +Players will have to choose between spending Initiative on Keeping Edgy% +\footnote{See page \pageref{edgy}} +then evasion, or taking the hits and rushing forwards. \subsubsection{Duel Wield \& Kick} @@ -395,7 +402,7 @@ This costs only 4 Initiative, putting you on 1 or 2, so you still get a chance t This secondary attack is often a bad idea for obvious reasons, but sometimes it's a great idea, and it's a good way to surprise players. -\subsubsection{Advanced Tactics} +\subsubsection{Manoeuvres} So you have twenty goblins facing off against four of the \glspl{pc}, but the \glspl{pc} have plate armour, a round shield, and a bad attitude. They're invincible. @@ -418,7 +425,7 @@ Once a \gls{pc} has run out of initiative, keep attacking so that the \gls{pc} g \subsubsection{Magical Chicanery} At some point, the party spellcaster may put together a \textit{Massive, Range, Sentient, Murder-Spell}, and destroy anything in their path. -This isn't a breach of the rules -- it's just good use of them. +This isn't an abuse of the rules -- it's just intelligent use. Firstly, remember that \glspl{xp} is limited to the first three creatures killed in a single go.% \footnote{See \nameref{xpCreatureMax}, page \pageref{xpCreatureMax}.} @@ -656,10 +663,25 @@ Each margin grants an additional day's food for one person. \end{multicols} -\section{Magical Items} +\section{Magic} \begin{multicols}{2} +\subsection{Flavour} + +The Mage Armour spell only has one effect -- it creates \glspl{SP} -- but it can have multiple \textit{flavours}. +\Gls{justicegod} protects his followers with radiant shields, while alchemists cast crackling energy-barriers arranged in precise, geometric forms. +Elves can naturally let their inner light flow out, while alchemists exchange darkness for light, and song mages translate radiant lyrics into brilliant performances. +A priest of \gls{justicegod} instils bravery in their men by commanding them to fight, and have them continue fighting until they die, while elves will trick a man into dancing, and then command him to dance until he passes out; both are casting \textit{Focus}. + +It's important to remember the descriptions for spells, but especially important the first time someone casts one -- whether this is a \gls{pc} or an \gls{npc}. +Every initial casting of a spell should be a remarkable event. +Describe that first casting well, and the players can feel what you mean for the rest of the game. + +People who exist `in the game', know full well that different paths of magic can lead to the same effects, but they still think of the `Blessing' spell in different ways if it's cast by a priest or a dragon. + +\subsection{Magical Items} + \noindent Spells may seem simple, but the way they can be chained together to create powerful magical items, \emph{isn't}. With that in mind, here are a couple of examples of spells, and how a mage might cast them. diff --git a/gods.tex b/gods.tex index feaf742556241c255a58727b2fbd25bf1e39f3a8..3d131ec115215f24c6fe9dc0934276ef2c2b9ea7 100644 --- a/gods.tex +++ b/gods.tex @@ -363,7 +363,11 @@ If the people who are being used as mana stones are given spells then they can a \begin{multicols}{2} \noindent -Those without a dedicated deity often dedicate themselves to some informal code instead. The codes might be thought of as attitudes or philosophies for life. Followers of similar codes may well get along together but they will not recognise each other as members of a similar organisation. Those with a code as their primary motivator may also sacrifice to gods or even occasionally worship and donate to temples, but their ultimate aims lie with themselves. It is said those who do not fully dedicate themselves to any god must wander the afterlife without aid or guidance -- such spirits always provide the most bizarre and contradictory accounts of death and can prove difficult to summon. +Those without a dedicated deity often dedicate themselves to some informal code instead. +The codes might be thought of as attitudes or philosophies for life. +Followers of similar codes may well get along together but they will not recognise each other as members of a similar organisation. +Those with a code as their primary motivator may also sacrifice to gods or even occasionally worship and donate to temples, but their ultimate aims lie with themselves. +It is said those who do not fully dedicate themselves to any god must wander the afterlife without aid or guidance -- such spirits always provide the most bizarre and contradictory accounts of death and can prove difficult to summon. \subsection{The Code of Acquisition} \index{Code!Acquisition} @@ -410,7 +414,13 @@ They have a deep sense of needing to be important in the eyes of others, and fin \subsection{The Code of the Tribe} \index{Code!Tribe} -What's important is you and yours. Your children, the memory of your grandparents, the honour of the tribe. Your children will be your legacy, while you must die your legacy can live on forever. If you want to do well in this world, you have to put you and yours first. This path is popular among gnolls, humans and dwarves, who can become very family-focussed. Exactly who counts as being `in the tribe' does not have to be limited to blood relatives, however -- it's an intuitive thing. You know your own. +What's important is you and yours. +Your children, the memory of your grandparents, the honour of the tribe. +Your children will be your legacy, while you must die your legacy can live on forever. +If you want to do well in this world, you have to put you and yours first. +This path is popular among gnolls, humans and dwarves, who can become very family-focussed. +Exactly who counts as being `in the tribe' does not have to be limited to blood relatives, however -- it's an intuitive thing. +You know your own. Travelling companions do not automatically count as members of your tribe, but they may come to in time. Exactly what counts as a `tribe' is mostly in the hands of a player, though the bonds should never be made lightly. diff --git a/intro.tex b/intro.tex index 8cb987f00f3bd4e8d192c5a4d1931e0b2c3aa016..f1a0722915f8cf6b2c06cb6ea62e37901d22c6b5 100644 --- a/intro.tex +++ b/intro.tex @@ -37,7 +37,9 @@ If you're looking for a pre made campaign world, monsters, and stories to tell, \subsection*{The Right to Improve} \noindent -This book has some serious problems, and that's fine. I've put this under a share-alike licence,\footnote{\tt GNU General Public License 3 or (at your option) any later version.} so anyone can grab a copy of the basic \LaTeX~ document it's written in and change things. This isn't the Open Gaming Licence of D20 where they magnanimously allow you to use their word for a mechanic and let you publish things for their products -- this is a publicly owned book. +This book has problems, and that's fine. +I've put this under a share-alike licence,\footnote{\tt GNU General Public License 3 or (at your option) any later version.} so anyone can grab a copy of the basic \LaTeX~ document it's written in and make improvements. +This isn't the Open Gaming Licence of D20 where they magnanimously allow you to use their word for a mechanic and let you publish things for their products -- this is a publicly owned book. No longer do imaginative \acrshortpl{gm} have to scribble their inspired house rules onto the back of an old banking statement and Cellotape it to the last page of the core book. Instead, you have the complete source documents, and can modify it as you please, creating a cohesive book. @@ -61,7 +63,7 @@ This particular version was last revised on \today. \subsection*{to the Artists} -Neil McDonnell for the basic photograph which became the Polymorph image, +Neil McDonnell for the basic photograph which became the Polymorph image on page \pageref{roch:polymorph}, \paragraph{Boris Pecikozi\'c} for the example-story images, (pages \pageref{boris:jump}, @@ -83,10 +85,14 @@ Neil McDonnell for the basic photograph which became the Polymorph image, ). Find him at artstation.com/hertz. + +\paragraph{Vladimir Arabadzhi,} +for the stories image (page \pageref{vlad:stories}). + \paragraph{Studio DA} for the fiery polymorph image, (page \pageref{da:fire}% -) +). \subsection*{and to the playtesters} Marri Russell, Ross Oliver, Reiss McGee, David Smith, Michael Dyson, Ryan Trotter, Maggie Anderson, D\'{o}nal Emerson, Christopher Taylor, June Strang, diff --git a/knacks.tex b/knacks.tex index 7e03fe63baf3ca4d993890406dff451f5020a77c..47f7c0ed4fa9849ff2cd76a426c425ba03ed86b1 100644 --- a/knacks.tex +++ b/knacks.tex @@ -1,4 +1,6 @@ -\chapter{Knacks}\label{knacks} +\chapter{Knacks} +\label{knacks} +\index{Knacks} \begin{multicols}{2} @@ -49,7 +51,9 @@ For each Knack the character has, they can defend against one close-range attack \subsubsection{Dodger} \label{dodger} -The character is an expert at dodging long-ranged attacks. They need to spend only 1 Initiative point in order to Keep Edgy (see page \pageref{edgy}) and can thereafter dodge all incoming missile attacks with their Speed +2. If this knack is taken multiple times, it adds +1 to the roll each time. +The character is an expert at dodging long-ranged attacks. +They need to spend only 1 Initiative point in order to Keep Edgy (see page \pageref{edgy}) and can thereafter dodge all incoming missile attacks with their Speed +2. +If this knack is taken multiple times, it adds +1 to the roll each time. This Knack grants immunity to all Sneak Attacks from Ranged weapons, such as bows or throwing knives, just as long as the user is Keeping Edgy. @@ -141,7 +145,10 @@ Normally, Sneak Attacks inflict +2 Damage, so someone with 3 Knacks would inflic \subsubsection{Precise Strike}\label{precisestrike} -You require 1 less to achieve a Vitals Shot. For example, when targeting an opponent with a Evasion score of +2 and Partial armour, they would normally require a score of 9 to hit and a score of 12 to make a Vitals Shot which ignores all armour. With this Knack they still require a score of 9 to hit but only a score of 11 to make a Vitals Shot. People with this Knack can also bypass Perfect armour by rolling 6 points above the target's \gls{tn}. +You require 1 less to achieve a Vitals Shot. +For example, when targeting an opponent with a Evasion score of +2 and Partial armour, they would normally require a score of 9 to hit and a score of 12 to make a Vitals Shot which ignores all armour. +With this Knack they still require a score of 9 to hit but only a score of 11 to make a Vitals Shot. +People with this Knack can also bypass Perfect armour by rolling 6 points above the target's \gls{tn}. Multiple purchases of this Knack allow you to bypass armour at an increasingly low \gls{tn}. @@ -213,7 +220,7 @@ It lasts only until the end of the scene and can reactivate only once the mage h The Knack might also be used when a member of the party has died, or when someone the character has spent \glspl{storypoint} on has been killed.% \footnote{See page \pageref{stories} for \glspl{storypoint}.} -\subsubsection{Combat Casting} +\subsubsection{Combat Caster} The mage suffers only a -1 penalty rather than the usual -2 when casting a spell using only one hand. Alchemists unable to use their voice and hands suffer a -3 penalty rather than the usual -4. @@ -221,7 +228,9 @@ Poly morphed creatures still suffer a full -2 penalty to all spell-casting in ad \subsubsection{Extreme Focus} -The spell caster can focus on a spell to the exclusion of all else. During this time they automatically fail any checks to notice things. All ritual spells cast with this focus grant a bonus to the caster's Intelligence score for the purpose of casting spells equal to half the number of Knacks the character has (rounded up). +The spell caster can focus on a spell to the exclusion of all else. +During this time they automatically fail any checks to notice things. +All ritual spells cast with this focus grant a bonus to the caster's Intelligence score for the purpose of casting spells equal to half the number of Knacks the character has (rounded up). \subsubsection{Quick Spell} diff --git a/main.tex b/main.tex index 8ad82ca2637b0a15ff0cb921fec3cf5b5a2c99bc..daf7d53d9154b3f7a889317bae179fa1bb728796 100644 --- a/main.tex +++ b/main.tex @@ -45,10 +45,13 @@ \input{knacks.tex} -\input{spheres.tex} +\startcontents[magic] +\stopcontents[magic] \input{magic.tex} +\input{spheres.tex} + \iftoggle{verbose}{ \input{races.tex} diff --git a/races.tex b/races.tex index 108e4df54a0610ebcd7f062cec818cea0fa189c7..23fed51beb26626ae79a2e8c91ee10328f1861e6 100644 --- a/races.tex +++ b/races.tex @@ -1,7 +1,9 @@ -\chapter{Races \& Cultures}\index{Cultures} +\chapter{Races \& Cultures} +\index{Cultures} \label{races} -\section[Dwarves]{Dwarven Citadels}\index{Dwarves} +\section[Dwarves]{Dwarven Citadels} +\index{Dwarves} \begin{multicols}{2} @@ -34,9 +36,12 @@ The exchange rates are ever shifting and far too complicated for most outsiders Dwarves are bred on the most acrid substances -- they eat tough, deep mushrooms and occasionally munch on acidic jellies (after thoroughly cooking them). Dwarven ales are classified as spirits by any sane human and dwarven spirits are generally classified as poisons all other races. -Dwarves take half Damage or Fatigue from any given poison. They suffer no ill effects from eating rotten food (though it may not count as being nutritious) and the \gls{gm} is encouraged to allow them to eat anything that might otherwise be damaging, within reasonable limits. +Dwarves take half Damage or \glspl{fatigue} from any given poison. +They suffer no ill effects from eating rotten food (though it may not count as being nutritious) and the \gls{gm} is encouraged to allow them to eat anything that might otherwise be damaging, within reasonable limits. -Dwarves are also known for their hardiness in the face of awful working conditions. They have 2 free Fatigue Boxes which they can use before taking penalties. To put it another way, dwarves can sustain a number of Fatigue Points equal to their \glspl{hp} +2 before they begin to take penalties due to exhaustion. +Dwarves are also known for their hardiness in the face of awful working conditions. +They have 2 free \gls{fatigue} Boxes which they can use before taking penalties. +To put it another way, dwarves can sustain a number of \glspl{fatigue} equal to their \glspl{hp} +2 before they begin to take penalties due to exhaustion. \subsection{Racial Trait: Taciturn} @@ -51,13 +56,17 @@ Other dwarves will leave specifically in search of glory and wealth. They will i \end{multicols} -\section[Elves]{Elven Glades}\index{Elves} +\section[Elves]{Elven Glades} +\index{Elves} \begin{multicols}{2} \noindent Elves array themselves in a circular fashion around a sacred spot where mana springs up from the ground like a wellspring. -Typically, elves base their society around `underglass' houses. They first excavate the entire house with two openings to the top -- one as an exit and the other as an above-ground window. The window is composed of thick glass -- thick enough for a herd of deer to gallop across. It lets in sunlight during the day, and at night, when elvish hearths bloom, little lights can be seen across the forest bed as the fire-light shines out of the underglass houses. +Typically, elves base their society around `underglass' houses. +They first excavate the entire house with two openings to the top -- one as an exit and the other as an above-ground window. +The window is composed of thick glass -- thick enough for a herd of deer to gallop across. +It lets in sunlight during the day, and at night, when elvish hearths bloom, little lights can be seen across the forest bed as the fire-light shines out of the underglass houses. Elvish homes are sometimes solitary but more often linked -- they will share chimneys (which leak above ground, sometimes through a tree), exits and often a couple of communal rooms. @@ -90,7 +99,10 @@ Cheap songs are simple melodies while more expensive ones are mana stones for th \subsection{Racial Ability: Thermal Resistance} -Elves are creatures of the natural world -- they are in tune with the rhythms of the forests and planes and never harmed by them. Elves are immune to Fatigue Points from natural heat levels -- they can sleep outside in the snow or wander deserts without sunburn. Additionally, they do not sleep but instead require only four hours' meditation per day. During these times, elves relive their old memories as a way of hanging onto the very old ones so as to not forget who they are. +Elves are creatures of the natural world -- they are in tune with the rhythms of the forests and planes and never harmed by them. +Elves are immune to \glspl{fatigue} from natural heat levels -- they can sleep outside in the snow or wander deserts without sunburn. +Additionally, they do not sleep but instead require only four hours' meditation per day. +During these times, elves relive their old memories as a way of hanging onto the very old ones so as to not forget who they are. \subsection{Racial Ability: Longevity} @@ -134,25 +146,41 @@ As a result of this attitude, elves encourage many of their young to go out into \begin{multicols}{2} \noindent -Small groups of \index{Gnolls}gnolls mark out miles upon miles of ground as their own hunting grounds. They do not farm or make stone houses or metal instruments -- they make only basic hunting weapons and temporary shelters. Generally, they are organised into families and a group of families will organise into a clan. People change from one clan to another depending upon romantic partners or where they find themselves. The most important thing to a gnoll is their hunting party -- gnoll hunting parties generally travel everywhere together. +Small groups of \index{Gnolls}gnolls mark out miles upon miles of ground as their own hunting grounds. +They do not farm or make stone houses or metal instruments -- they make only basic hunting weapons and temporary shelters. +Generally, they are organised into families and a group of families will organise into a clan. +People change from one clan to another depending upon romantic partners or where they find themselves. +The most important thing to a gnoll is their hunting party -- gnoll hunting parties generally travel everywhere together. -Gnolls have a hard time picking up other races' languages -- they have their own, it doesn't change and they like it that way. They speak naturally in a `verb -- subject -- object' kind of way and have such trouble changing this habit that many scholars think that their grammar is embedded somehow in their blood. This leads them to isolation from the other races and limits their ability to trade goods or culture. +Gnolls have a hard time picking up other races' languages -- they have their own, it doesn't change and they like it that way. +They speak naturally in a `verb -- subject -- object' kind of way and have such trouble changing this habit that many scholars think that their grammar is embedded somehow in their blood. +This leads them to isolation from the other races and limits their ability to trade goods or culture. -When a clan's hunting ground is invaded, the entire thing can work together. The first thing they do is the `big hunt' -- they gather all the food, and especially meat, that they can, then quickly go on a forced march until they meet with the host. They then engage in open warfare or, more commonly, guerilla warfare, until the threat has been well subdued. +When a clan's hunting ground is invaded, the entire thing can work together. +The first thing they do is the `big hunt' -- they gather all the food, and especially meat, that they can, then quickly go on a forced march until they meet with the host. +They then engage in open warfare or, more commonly, guerilla warfare, until the threat has been well subdued. -Gnolls have heads of clans who generally make decisions -- the larger the clan the more `heads' it will have. In any dispute the clan head takes the win, but when people of a similar status disagree, the argument is generally settled by combat -- usually, but not always, till first blood. +Gnolls have heads of clans who generally make decisions -- the larger the clan the more `heads' it will have. +In any dispute the clan head takes the win, but when people of a similar status disagree, the argument is generally settled by combat -- usually, but not always, till first blood. \subsection{Commerce} -Gnolls trade little but do enjoy making bone jewellery and most especially finding new things to pierce. A particularly striking bauble will catch their eyes easily but coins hold little value for them. They breed especially large dogs, not dissimilar to wolves, which can fetch high prices when sold to hunters, though most consider them too wild and violent to keep in a family home. Many a gnoll encampment is half composed of these dogs, which aid them in hunting as well as occasionally joining them in warfare. +Gnolls trade little but do enjoy making bone jewellery and most especially finding new things to pierce. +A particularly striking bauble will catch their eyes easily but coins hold little value for them. +They breed especially large dogs, not dissimilar to wolves, which can fetch high prices when sold to hunters, though most consider them too wild and violent to keep in a family home. +Many a gnoll encampment is half composed of these dogs, which aid them in hunting as well as occasionally joining them in warfare. \subsection{Racial Ability: Animal Instinct} -Gnolls are naturally aggressive creatures. They start with an Aggression score of +2 -- this can be used to add to their Strike Factor when making unarmed attacks. These attacks do not cause brawling Damage but lethal Damage as their claws and teeth can rend flesh apart. +Gnolls are naturally aggressive creatures. +They start with an Aggression score of +2 -- this can be used to add to their Strike Factor when making unarmed attacks. +These attacks do not cause brawling Damage but lethal Damage as their claws and teeth can rend flesh apart. \subsection{Starting Characters} -Gnolls are highly tribal creatures, but can be excluded from their own societies for a variety of offences, such as failing a martial challenge and then fleeing rather than accepting death. These rogue gnolls who do not manage to join another tribe can end up wandering the lonely path of the adventurer. Others are `corrupted' (as their fellow gnolls see it) by the worldly goods of the other humanoids -- they gain a taste for wine, clothes, horses, jewellery and such then end up trying to grab money in order to get more. +Gnolls are highly tribal creatures, but can be excluded from their own societies for a variety of offences, such as failing a martial challenge and then fleeing rather than accepting death. +These rogue gnolls who do not manage to join another tribe can end up wandering the lonely path of the adventurer. +Others are `corrupted' (as their fellow gnolls see it) by the worldly goods of the other humanoids -- they gain a taste for wine, clothes, horses, jewellery and such then end up trying to grab money in order to get more. \end{multicols} @@ -197,31 +225,39 @@ Gnomes are fairly adventure-averse as a rule, but have a knack of ending up on t \end{multicols} -\section[Humans]{Human Towns}\index{Humans} +\section[Humans]{Human Towns} +\index{Humans} \begin{multicols}{2} \noindent -Humans arrange themselves into towns at the centre of a sprawling mass of villages, reaching out across the land like tendrils. The houses in the village will each pay some portion of their goods to the \index{Villagemaster}Villagemaster who will live separately from the other humans in a larger house, often with human servants. The villagemasters will then give a portion of their earnings to a \index{Townmaster}Townmaster. The villages produce foods while the towns produce specialist products from guilds. The guilds might be in charge of breads, horses, weapons, ale, clothing or anything else which humans can produce. Almost every human \ family in a town is part of a guild which then trades their produce for the villages' food. The townmasters then bring in more food by paying the guilds for produce with coin, which the guilds then use to buy more food. Humans love hierarchies and are often confused about what they are doing if they cannot identify a nearby leader. +Humans are large creatures with large, round, ears. +They arrange themselves into towns at the centre of a sprawling mass of villages, reaching out across the land like tendrils. +Due to their short lifespan, humans tend not to learn how to live, but to become specialized in just one basic skill, and then trade with other humans for everything else. +Each human then passes the skill down to their children. -In the villages, houses are build half above ground and half below, with thatch or slate roofs. In towns, all houses are build well above the ground, sometimes with one house on top of another so that people must climb ladders to get to the top. Humans' incredible strength gives them the ability to break stone and port it from far away quarries to build immense houses above the ground, sometimes up to four houses high. +Often one human family takes charge of general decision making instead of learning a skill. +Humans love hierarchies and are often confused about what they are doing if they cannot identify a nearby leader. -Humans become landmasters, guildsmen or villagers depending upon birth and sex, with men tending towards roles which involve travel while women tend to remain near their families. +In smaller settlements, houses are build half above ground and half below, with thatch or slate roofs. +In towns, all houses are build well above the ground, sometimes with one house on top of another so that people must climb ladders to get to the top. +Humans' incredible strength gives them the ability to break stone and port it from far away quarries to build immense houses above the ground, sometimes up to four houses high. -Human languages are incredibly changeable and generally considered to be a mess, and not worth learning by other races because of how soon they will become something new. +Human languages are incredibly changeable and generally such a mess that they are not worth learning because of how quickly they change across time, and even when travelling across a few villages. This is mainly due to the fact that most humans never learn how to read. -Each human region has enough in common -- linguistically -- that they can speak with each other, so anyone who knows a language from the Quennome region, for example, would be able to understand all the others. - \subsection{Commerce} -Humans trade in a combination of gold, silver and copper coins. The exact type of coin never matters -- humans will trade with anything -- although many Landmasters have produced their own coins and insist (to no effect) that people in the area devalue foreign currencies. +Humans trade in a combination of gold, silver and copper coins. +The exact type of coin never matters -- humans will trade with anything. -While some townmasters are independent entities, sustaining their own armies, \ most pay yet another layer of taxes to a \index{Landmaster}landmaster, who in turn pays a tribute to a king. The land regions almost always encapsulates other race's lands, such as an elvish glade or a gnomish village. Generally the other races ignore such people, but some landmasters and kings have come into conflict with other races over land rights simply because an elvish glade lies between two human villages and the king has decided to connect the dots. +Humans' massive feet and their habit of following each other creates massive roads. +Additionally, they trade live animals more often than hunted game, which creates more roads as cows, sheep, and goats trample down every possible route between human settlements. \subsection{Racial Ability: Long March} -Humans have great stamina when it comes to walking or running. They half the usual Fatigue Points from any activity involving running, marching, swimming, or moving. +Humans have great stamina when it comes to movement. +They suffer only half the usual \glspl{fatigue} from any activity involving running, marching, swimming or climbing. \subsection{Racial Ability: Connected} diff --git a/rules.tex b/rules.tex index 0870c91b40dd190c370432b746d34016524dcf18..619b43214b6d4e2380c523755c40eefe7ac22179 100644 --- a/rules.tex +++ b/rules.tex @@ -93,7 +93,10 @@ When taking a \gls{restingaction}, one die is presumed to have rolled a 6 and th }{} -\subsection{Teamwork}\label{teamwork}\index{Teamwork}\index{Group actions} +\subsection{Teamwork} +\label{teamwork} +\index{Teamwork} +\index{Group actions} Some tasks lend themselves to working with others. Others can be difficult or impossible to do with companions. Some tasks, such as fleeing or sneaking, do not benefit at all from having a load of friends right behind you. @@ -115,7 +118,8 @@ In general, whenever you want to see how something stacks, add the second lot as If two people are pushing with Strength +2, they count as having a total Strength of +3. If others want to join, add any third items as worth a quarter, then an eighth, and so on. -\subsection{Resisted Actions}\index{Resisted Actions} +\subsection{Resisted Actions} +\index{Resisted Actions} \label{resistedactions} When \glspl{pc} come into disagreements with \glspl{npc}, the \glspl{pc} pick up the dice, and roll. The \gls{npc}'s Traits add to the \gls{tn}. @@ -129,7 +133,8 @@ The results are exactly the same, but having Players roll for everything helps e \input{story/7-resisted.tex} }{} -\subsection{Margins}\index{Margins} +\subsection{Margins} +\index{Margins} \index{Failure Margin} \label{margin} @@ -148,17 +153,18 @@ Someone attempting to impress a noble court might roll Charisma with the Tactics You might think of the dice as representing random chance in the environment. Just how irritated is that person you're trying to question, and how creative is that craftsman feeling today? Dice are never re-rolled for different results on the same action because once the dice have told you what the situation is, the situation stays put. +Such a do-over still suggests initial failure; it just means that the character is trying over and over again until a better result is obtained. }{ \subsection{No Rerolls} -Characters attempting to change a Standard Action into a \gls{restingaction} do not reroll but rather keep the same roll and turn one die up to show a 6, because while spending more time on a task can be very useful, sometimes the environment simply tells you `no'. +Characters attempting to change a Standard Action into a \gls{restingaction} do not reroll but rather keep the same roll and turn one die up to show a 6. }% -Such a do-over still suggests initial failure; it just means that the character is trying over and over again until a better result is obtained. Actions cannot be attempted multiple times with rerolls unless the situation has changed notably. \end{multicols} \section{Experience} -\label{xp}\index{Experience Points} +\label{xp} +\index{Experience Points} \begin{multicols}{2} @@ -176,7 +182,8 @@ The suggested starting \glspl{xp} is 50, with up to 150 \glspl{xp} for more adva Players receive \gls{xp} from the \gls{gm} for killing monsters, pious endeavours or fulfilling one's personal goals. Larger and more dangerous monsters garner more \gls{xp}, as do grander missions. -\iftoggle{verbose}{The personal goals and piety of a character are denoted by different codes of belief and gods. +\iftoggle{verbose}{% +The personal goals and piety of a character are denoted by different codes of belief and gods. See page \pageref{gods_codes} for details on the gods and personal codes of honour. \subsubsection{Training Time} @@ -184,7 +191,7 @@ See page \pageref{gods_codes} for details on the gods and personal codes of hono The \gls{gm} may wish to only award \gls{xp} at the end of a session, and may restrict when it can be spent. Each Trait should increase by no more than a single level during the course of an adventure -- you might be lucky enough to get enough \gls{xp} to raise your Strength from -2 to +1 in a single session, but nobody can accrue that kind of muscle mass in such a short period of time. Specialisation Skills such as Craft and Combat are difficult to train with, so it's recommended they only be bought during \gls{downtime}. -} +}{} \subsubsection{What Counts?} @@ -356,11 +363,14 @@ You could also wander off the traditional RPG model, playing a `lost outlander', \end{multicols} -\section{Gold \& Goods}\label{goods}\index{Equipment} +\section{Gold \& Goods} +\label{goods} +\index{Equipment} \begin{multicols}{2} -\subsection{Money}\index{Money} +\subsection{Money} +\index{Money} An open ended list of equipment is provided to give a basic idea of costs. The basic coinage covered here is human coinage, but each culture will use their own currency and exchange rates. @@ -385,11 +395,11 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \ War Horse & & 8 gp \\ - Leather Barding & & 10 sp \\ + Leather Barding & & 1 gp \\ - Chain Barding & & 20 sp \\ + Chain Barding & & 2 gp \\ - Plate Barding & & 18 sp \\\hline + Plate Barding & & 15 gp \\\hline \end{tcolorbox} @@ -492,7 +502,9 @@ War horses aren't much faster than regular horses, but they won't become so easi Hunting dogs are mostly useless in warfare, but they make excellent watchmen. -\subsection{Weight \& Encumbrance}\index{Weight}\index{Encumbrance} +\subsection{Weight \& Encumbrance} +\index{Weight} +\index{Encumbrance} \label{weightrating} We measure weight in broad terms. @@ -518,7 +530,7 @@ Characters cannot carry any item which gives them a -5 Encumbrance rating or hig \input{story/encumbrance.tex} }{} -\begin{figure*}{t} +\begin{figure*} \begin{tcolorbox}[arc=1mm,tabularx={XX},title=Services] @@ -548,15 +560,28 @@ Characters cannot carry any item which gives them a -5 Encumbrance rating or hig Dangerous area & 2sp \\ - Uncharted area & 4sp \\ + Uncharted area & 4sp \\\hline + + \textbf{Hospitality} & \\\hline + + Public House & 0cp \\ + + Barn with breakfast & 3cp \\ + + City Inn & 30cp \\ + + Fancy Room & 1sp \\ \end{tcolorbox} \end{figure*} \subsection{Cultures \& Exchange Rates} +\index{Exchange Rates} -\index{Exchange Rates}Different cultures have different exchange rates -- the elven versions of standard equipment are always artistically engraved and in high demand; the elves also value the coinage and materials of outsiders very little, so they will not part with their items for human or dwarvish gold easily. As a result, their -- and other -- culture's items are more expensive than human items. The costs of the items here are based on the most common race -- humans. Other races have a multiplier effect based on how expensive their equipment is. +Different cultures have different exchange rates -- the elven versions of standard equipment are always artistically engraved and in high demand; the elves also value the coinage and materials of outsiders very little, so they will not part with their items for human or dwarvish gold easily. +As a result, their -- and other -- culture's items are more expensive than human items. +The costs of the items here are based on the most common race -- humans. Other races have a multiplier effect based on how expensive their equipment is. \needspace{6em} \begin{wrapfigure}[9]{r}{.48\linewidth} @@ -641,7 +666,7 @@ $7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}. Money can buy you more than things. In fact, for the right money in a large city, characters can buy a full entourage. Villages, however, will not admit of the same opportunities. -The costs below show the starting price for a few services, plus additional fees for the details. +The costs above show the starting price for a few services, plus additional fees for the details. For example, hiring a guide for an uncharted and dangerous area for 5 days would cost 800 \glspl{cp}. \end{multicols} @@ -673,6 +698,13 @@ We divide days into four parts -- morning, afternoon, evening and night. These areas are broadly there for rests -- anyone resting for one of these periods can heal \glspl{fatigue}.% \footnote{\Glspl{fatigue} are covered on page \pageref{fatigue}.} +\paragraph{Travel} +\index{Marching} +\index{Travel} +happens just as fast as players like. +If they want to march 10 miles in a morning, they can -- they have no hard limit. +Of course after 10 miles, they will have 10 Fatigue points (except humans, who will have 5), and have to stop for a rest. + \subsubsection{Adventure} Lastly, there is an adventure. The adventure lasts until the current plot-thread is resolved, or some period of `sandboxing' through a world until a proper use of one's time can be found. diff --git a/spheres.tex b/spheres.tex index 896a28c9749e90d009b7b571986952363860f4ec..0c84c6cf673345e8d434d0f37b6f09b4fce6c046 100644 --- a/spheres.tex +++ b/spheres.tex @@ -37,7 +37,7 @@ Lithe characters will find it easier to turn into a bird, while stronger people \end{multicols} -\startcontents[magic] +\resumecontents[magic] \sphere{Aldaron} @@ -63,7 +63,7 @@ Umber hulks, bears, birds, et c. -- all can be affected with the language of the However, mammals are the easiest to work with. The \gls{gm} should add to the \gls{tn} to affect birds, insects and other non-mammalian creatures. -Forest Song replicates the first three levels of the Enchantment Sphere but the targets are beasts rather than people, and the \gls{tn} and Skill is determined by this level, not the enchantment spell. +Forest Song replicates the first three levels of the Enchantment Sphere but the targets are beasts rather than people, the caster always uses the Beast Ken Skill. \enhancement{1}{Binding}{Replicate all 5 levels of Enchantment} @@ -131,7 +131,7 @@ Each point pushes the target back by 1 square and subtracts 1 from their Initiat Since it's a \textit{Wide} spell, it's cast at level 2, and the +1 Intelligence Bonus makes the total spell-potency 3.% \footnote{See page \pageref{wide_enhancement} for casting big spells.} The two goblins are pushed back 4 squares and lose 4 Initiative.% - \footnote{($3 - -1 = -4$)} + \footnote{($3 - -1 = 4$)} The ogre, however, ignores the spell entirely. }{} @@ -150,6 +150,7 @@ It provides a total \gls{dr} of \arabic{spelllevel} + Intelligence against all r \spelllevel \spell{Forest's Call}{Continuous}{Beast Ken}{Mark someone for a monster encounter}\\ +\label{forestsCall}% The caster makes a call to the forest to come and attack the nearby target. If the target is a player, the \gls{gm} rolls \arabic{spelllevel} times plus the caster's Intelligence on the local encounter table, and the \gls{pc} faces all encounters within the next day, and typically within the next scene. The \gls{gm} is encouraged to combine all encounters into one. If the target is an \gls{npc}, they lose \arabic{spelllevel} \gls{fp} + the caster's Intelligence. @@ -413,7 +414,8 @@ The spell is sometimes initiated by eye contact, sometimes by song -- any number A resisted roll is made -- the enchanter uses their Intelligence + Deceit Skill while the target uses Wits + Academics. If the target loses the roll they immediately loses all remaining actions for the turn but can still defend themself; the target's Initiative score instantly reduces to 0. -Each subsequent turn the target makes a resisted roll of Wits + Academics against the mage's Intelligence + Deceit. Failure indicates that they suffer an Initiative penalty equal to the spell's level plus the mage's Intelligence Bonus. +Each subsequent turn the target makes a resisted roll of Wits + Academics against the mage's Intelligence + Deceit. +Failure indicates that they suffer an Initiative penalty equal to the spell's level plus the caster's Intelligence Bonus. While the spell is in effect, the target suffers a penalty to all Mental Attributes equal to \arabic{spelllevel} plus the enchanter's Intelligence Bonus; so a mage with Intelligence +3 would inflict a -5 penalty. If the target attempted to cast spells, any rolls would suffer a -5 penalty and any spell-effects which relied on the Intelligence Attribute would suffer as well. @@ -435,6 +437,13 @@ If the target was attempting to mount a horse but the horse flees, they will cha The enchanter engages in a resisted roll of their Intelligence + Empathy versus the target's Wits + Academics. Targets can stop once their original action has become obviously impossible or is unmistakably complete. +\spell{Oath}{Continuous}{Academics}{Force a target to fulfill any promise}\\ +The target repeats and emphasises an oath while the caster completes the spell. +For as long as the spell endures, the target cannot break their oath. + +A Quick spell allows casters to accept any statement made on the same round. +Even short sentences, such as `I'll find out', or `I'm going to leave at sunrise', can be interpreted as oaths, although if someone does not state \textit{when} they do something, the expected time defaults to any time up until the end of the scene. + \spelllevel \spell{Sleep}{Continuous}{Empathy}{Make a target instantly sleep. Intelligence + Empathy vs Wits + Academics}\\ @@ -654,7 +663,7 @@ The mage can shape pure energy, pushing and pulling at the world with the power The mage levitates and traps a target, forcing them to remain where they are, or move as the caster desires. While powerful, the spell is particularly challenging to cast, as it has a \gls{tn} equal to 7 plus the target's \gls{weightrating}.% \iftoggle{verbose}{% -\footnote{Everyone's \glsentrytext{weightrating} is equal to their \glspl{hp}.} +\footnote{Everyone's \glsentrytext{weightrating} is equal to their maximum \glspl{hp}.} }{} Those caught by the spell count as \textit{prone}, leaving them open to Sneak Attacks.% @@ -760,9 +769,9 @@ When cast wide, it can cover a group of people, but the shield will cover all of She's low on \gls{mp} so she casts it at level 2, gaining 8 \gls{SP}. On the very next Initiative Count she's hit for 10 Damage and loses all 8 \gls{SP} then 2 FP.} -The spell must be maintained as a \gls{standingspell} to function. Multiple castings do not stack -- only the highest casting it used. -The shield can be placed on others if need be, not only the mage. + +The shield can be placed on others if need be, not only the mage, but this will limit their ability to attack. Armour does not block Damage going onto \gls{SP} -- the character simply subtracts \gls{SP} without any \gls{dr}. The Mage Armour is not affected by a Vitals Shot -- it protects all around, counting as Perfect armour, although not quite continuously enough to keep out water or gasses. Multiples of such spells do not stack -- only the highest is used. diff --git a/stories.tex b/stories.tex index 3b131542b1912da8697a86d5676326eae2eae21f..6a019a40f96f1841f7f04c89145fbad24512643b 100644 --- a/stories.tex +++ b/stories.tex @@ -1,5 +1,6 @@ -\chapter{Stories}\label{stories}\index{Stories} - +\chapter{Stories} +\label{stories} +\index{Stories} \iftoggle{verbose}{ \bottompic{Vladimir_Arabadzhi/escape}{\label{vlad:stories}} @@ -8,7 +9,8 @@ \begin{multicols}{2} \noindent -Players `write' most of their backstory during play rather than before it. \Glspl{pc} can start off as blank slates with no history, but the history comes out of the woodwork soon after as players can spend 5 \glspl{storypoint} to bring their history into the current adventure. +Players `write' most of their backstory during play rather than before it. +\Glspl{pc} can start off as blank slates with no history, but the history comes out of the woodwork soon after as players can spend 5 \glspl{storypoint} to bring their history into the current adventure. Let's look at an example: \iftoggle{verbose}{ @@ -63,9 +65,13 @@ All stories should be noted down on the back of the character sheet, including a \subsection{Combining Stories} -Whether telling one story each adventure or letting everyone know all about your character's backstory all at once, players are encouraged to think about weaving their stories together. You may have told us that you learnt gnomish when staying with the gnomes. Now that you need a blacksmith in this village, why not specify that he's a gnome whom you once knew? \ And if you need a sellsword to join your group later, how about specifying that you once fought with him to defend the gnomes? +Whether telling one story each adventure or letting everyone know all about your character's backstory all at once, players are encouraged to think about weaving their stories together. +You may have told us that you learnt gnomish when staying with the gnomes. +Now that you need a blacksmith in this village, why not specify that he's a gnome whom you once knew? +And if you need a sellsword to join your group later, how about specifying that you once fought with him to defend the gnomes? -Alternatively, if you are taking out all your stories at once, you might want to declare that you know a mage who lives in a place you can access through a nearby secret portal. You instantly adopt a safe space and a helpful magical ally, then start expounding upon the days when the alchemist was proudly telling you about his impregnable home. +Alternatively, if you are taking out all your stories at once, you might want to declare that you know a mage who lives in a place you can access through a nearby secret portal. +You instantly adopt a safe space and a helpful magical ally, then start expounding upon the days when the alchemist was proudly telling you about his impregnable home. \subsection{\glsentrytext{downtime}} @@ -87,7 +93,8 @@ Likewise, the \gls{gm} can declare a \gls{downtime} at any point, but the player \begin{multicols}{2} \noindent -The following is a suggested list of Stories the players can tell and their costs. The players are strongly encouraged to suggest more to the \gls{gm} who will either veto them or give them an appropriate cost. +The following is a suggested list of Stories the players can tell and their costs. +The players are strongly encouraged to suggest more to the \gls{gm} who will either veto them or give them an appropriate cost. \story{1}{Perhaps we can make a detour} You know of a sacred location nearby, perhaps a church, or a shrine or just a sacred cavern where the land is teeming with magic. @@ -98,7 +105,10 @@ The place will not necessarily help you hide or defend yourself unless you are a \label{oldnpc} \story{1}{Oh! Don't I know him} -You recognise a friendly character from some previous Story you have told. The \gls{gm} will explain why they are in town but you are free to offer suggestions. Said characters won't necessarily be as useful as they would be if they were brought into the adventure for the first time with Story points and may only help for a scene, but they should be somehow useful. This may include a trader who was previously known to have valuable information about some situation, or a mage the characters had previously met who could cast a useful spell or two. +You recognise a friendly character from some previous Story you have told. +The \gls{gm} will explain why they are in town but you are free to offer suggestions. +Said characters won't necessarily be as useful as they would be if they were brought into the adventure for the first time with Story points and may only help for a scene, but they should be somehow useful. +This may include a trader who was previously known to have valuable information about some situation, or a mage the characters had previously met who could cast a useful spell or two. This \gls{npc} will probably have gained some \glspl{xp} over this time. The \gls{npc}'s \glspl{xp} is still equal to half the total \glspl{xp} of whichever party member has the highest \glspl{xp} total.\footnote{Although this cannot make the \glspl{xp} lower than it was.} @@ -112,10 +122,14 @@ This does not count again for the same domain of expertise -- it is only a bonus A failed roll indicates that while you have a lot of history intertwined with this problem, you are still wrong. \story{1}{My uncle taught me something about this} -You have a surprising Skill or Knack which will comes in useful. As you tell this story, you can buy a Skill level so long as you have the requisite \gls{xp}. This cannot be a Skill which you have clearly lacked in the past, e.g. if your character has so far been illiterate then you cannot suddenly learn a level of Academics. However, if you have never wanted for Craft ability then you could declare that you have always known how to forge iron, or that you have a Seafaring Skill. +You have a surprising Skill or Knack which will comes in useful. +As you tell this story, you can buy a Skill level so long as you have the requisite \gls{xp}. +This cannot be a Skill which you have clearly lacked in the past, e.g. if your character has so far been illiterate then you cannot suddenly learn a level of Academics. +However, if you have never wanted for Craft ability then you could declare that you have always known how to forge iron, or that you have a Seafaring Skill. \story{1}{Fun fact about the Elvish first person plural} -You have spent a significant amount of time in another culture. You know their language and enough of their background to transfer over basic Skill knowledge. If you have the Performance Skill and are familiar with elvish culture then you also know some Elvish songs. If you are familiar with gnoll culture and have the Empathy Skill then you know a range of details about gnoll etiquette and lineage. +You have spent a significant amount of time in another culture. You know their language and enough of their background to transfer over basic Skill knowledge. If you have the Performance Skill and are familiar with elvish culture then you also know some Elvish songs. +If you are familiar with gnoll culture and have the Empathy Skill then you know a range of details about gnoll etiquette and lineage. \story{1}{Good job I always carry one of these for special occasions} You may reveal you have any piece of Adventuring Equipment (see page \pageref{adventuringequipment}) or any item worth 10\gls{sp} or less. @@ -124,7 +138,14 @@ You may reveal you have any piece of Adventuring Equipment (see page \pageref{ad }{} \story{1}{It'll be just like the old days, remember that time} -At the point a new character joins the group you can select one other player and have a shared background with them (or with another, if your character is new). You describe how you previously met and possibly adventured together. From then on, you can split the cost of stories, so if the group wants to find a safe space to rest then instead of one character spending 2 Story points you could each spend 1. Each of you can use characters from the other's background, because all your Stories have the option of being shared stories. If you are both of noble heritage, any money you get must be divided between you. If you are both friends with a skilled armourer, they will only be able to repair one piece of armour at a time.\footnote{This Story is transitive and symmetrical, so if player A shares a background with player B and player B shares a background with player C then player C also shares a background with player A.} +At the point a new character joins the group you can select one other player and have a shared background with them (or with another, if your character is new). +You describe how you previously met and possibly adventured together. +From then on, you can split the cost of stories, so if the group wants to find a safe space to rest then instead of one character spending 2 Story points you could each spend 1. +Each of you can use characters from the other's background, because all your Stories have the option of being shared stories. +If you are both of noble heritage, any money you get must be divided between you. +If you are both friends with a skilled armourer, they will only be able to repair one piece of armour at a time.% +\footnote{This Story is transitive and symmetrical, so if player A shares a background with player B and player B shares a background with player C then player C also shares a background with player A.} + \story{1}{I know a guy who'd be perfect} You know someone in town who has just the skills you are all looking for. @@ -139,7 +160,8 @@ This \gls{npc} refuses to join the party on any martial escapades unless this is This is a particularly important story, as these form the secondary characters which players can use if their first characters die. \story{2}{I know a place we can rest} -You know of a secluded and secret location where you will be safe. Perhaps there is a safe spot in a tavern you know -- a secret room in the basement, or maybe just an abandoned and deep cavern in the hills that nobody knows about. +You know of a secluded and secret location where you will be safe. +Perhaps there is a safe spot in a tavern you know -- a secret room in the basement, or maybe just an abandoned and deep cavern in the hills that nobody knows about. If your safe space is ever invaded due to events outside your control, you receive both Story points back if it is within the same session or 1 Story point back if it during a later session where the same place is used again. @@ -165,11 +187,11 @@ While within the area, you can make a request as long as it can be fulfilled by For example, you might ask a parent for gold (as per the buried treasure story above) and then request a single man-at-arms join you on a quest (as per, `I know a guy', and `he's willing to fight', below). }{} -You may spend up to 6 Story Points in total during the first time you see your parents, then up to 3 Story points during any subsequent visits to the area. +You may spend up to 6 \glspl{storypoint} in total during the first time you see your parents, then up to 3 Story points during any subsequent visits to the area. \story{7}{My father will give us a royal welcome when we get to} You are revealed to be the child of royalty or some other type of nobility, and you are returning to your kingdom. -This functions as above in `Do you know who I am', but the character may spend 8 Story Points during the first visit, and each story can be worth up to 4 points. +This functions as above in `Do you know who I am', but the character may spend 8 \glspl{storypoint} during the first visit, and each story can be worth up to 4 points. \iftoggle{verbose}{% Since this Story costs 7 Story points, no player should expect to use it until there has been some downtime -- if the character starts out claiming to be a prince then it will be a long time before the story recognises this claim. @@ -191,7 +213,10 @@ Your ally may have a path of magic, and spell spheres. This might be a helpful priest willing to bless the group, or an alchemist who's created a basic magical item, which the party can use for the session. \story{2}{Fancy seeing you here} -You can add two to the cost of any other Story and tell it at an inappropriate juncture. Your characters might be locked in a dungeon and happen upon a weapon smith in the next cell, with his confiscated weapons lying in a nearby pile outside his cell. They might find a place they can rest in secret inside the terrifying dwarvish city turned into an undead haunting ground. Or perhaps while on the run from bandits they find a helpful soldier hoping to be hired. +You can add two to the cost of any other Story and tell it at an inappropriate juncture. +Your characters might be locked in a dungeon and happen upon a weapon smith in the next cell, with his confiscated weapons lying in a nearby pile outside his cell. +They might find a place they can rest in secret inside the terrifying dwarvish city turned into an undead haunting ground. +Or perhaps while on the run from bandits they find a helpful soldier hoping to be hired. \story{2}{Actually, there were a few more} Increase the cost of any story you tell by 2, and raise the number of people or places to the number of story points you're spending plus your Charisma Bonus. diff --git a/story/11-ram.tex b/story/11-ram.tex index 857876303e1bdc9d70355250ed121c5572a512f3..0441c24815cf16ff67c20e3ebe93485b85cc9498 100644 --- a/story/11-ram.tex +++ b/story/11-ram.tex @@ -1,6 +1,6 @@ \begin{exampletext} - Arneson decides he is going to \textit{ram} the crowd of hobgoblins to save his friend.\footnote{See page \pageref{ram} for details on the attack.} + Arneson decides he is going to \textit{ram} the crowd of hobgoblins to save his friend. Pushing the half dozen hobgoblins back is going to be tricky. He launches himself from the stony step they are on, pushes his chest into one then grabs two more hobgoblins. Since he is pushing back 2 extra figures, he takes a -2 penalty to the action. diff --git a/story/16-stories.tex b/story/16-stories.tex index 5b60d6c912789609fffaed72cbcf326ad28f66aa..fb96e5bedfd93a25224cd648b55102ecaeced3fa 100644 --- a/story/16-stories.tex +++ b/story/16-stories.tex @@ -8,6 +8,8 @@ ``Ah dinnae ken, laddie'' + \pic{Boris_Pecikozic/dwarves_meet}{\label{boris:meet}} + Hugi is resolved to just enter the next area, stoically, but his player is no stoic. It is decided that now is the time to expand Hugi's backstory. He wants a place to rest, he wants more of an idea of what is happening here. @@ -35,8 +37,6 @@ As luck would have it, she was a proficient medic, and helped patch Hugi back up, safely removing the arrow. -\pic{Boris_Pecikozic/dwarves_meet}{\label{boris:meet}} - While all the players are thinking about the next move, the \gls{gm} adds up their \gls{xp}. They defeated 6 hobgoblins and 1 ogre. Hobgoblins and ogres are worth 7 each. There were seven in total, so that means 49 \gls{xp} in total, minus one \gls{xp} per member of the group. The final result is that each character receives 15 \gls{xp} and one more \gls{xp} is left in the pot for later (because 46 cannot evenly be divided by 3). After that, each player wants a little additional \gls{xp} for following their own God or codes. Arneson follows the Goddess, \gls{naturegod}.