diff --git a/glossary.tex b/glossary.tex index 17fefb12a63082adf367184b3b8485db38384e41..783a02c8b61ab52754aae3923a0ee152a9a05137 100644 --- a/glossary.tex +++ b/glossary.tex @@ -554,12 +554,31 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa The winner deals $1D6+$ Damage + Strength Bonus, and every +4 Damage converts to $1D6$}, } +\longnewglossaryentry{retreat}{ + name={Retreat}, + text={retreat}, + prefix={a\space}, + parent={combat}, + type={mech}, + nonumberlist, + description={works like any \glsentrytext{resistedaction}; both parties begin with \roll{Speed}{Athletics}. + If the players succeed with a Margin of 3 or more, the \glsfmtplural{pc} have escaped. + But if they succeed with a Margin below 3, they do not escape, but can selec the next \glsentrytext{area} the chase enters, and switch to any appropriate \glsentrytext{skill}. + + For example, if the \glsfmtplural{pc} knew of a nearby bog, they could divert the chase there, and the default \glsentrytext{resistedaction} would use \roll{Speed}{Survival}; or they could try to navigate through a dense crowd with \roll{Speed}{Empathy}. + + When players fail a roll to retreat, the pursuers can try to hound them into their choice of \glsentrytext{area}, and change the active \glsentrytext{skill}. + Or if the failure Margin reaches 3, the pursuers catch the \glsfmtplural{pc}. + + Each roll inflicts 1~\glsentrytext{ep} on all involved}, + } + \longnewglossaryentry{area}{ name={Areas}, sort={Area}, text={Area}, prefix={an\space}, - parent={region}, + parent={retreat}, type={mech}, nonumberlist, description={give a rough unit for large spaces.