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Unverified Commit b885382c authored by Malin Freeborn's avatar Malin Freeborn
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create basic rules summary

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\documentclass[a5paper,openany]{book}
\usepackage{bind}
\date{\today}
\begin{document}
\section*{Rules}
\begin{multicols}{2}
\subsection*{Traits}
\input{rules/attributes.tex}
\input{rules/skills.tex}
\input{rules/fate.tex}
\input{rules/fatigue.tex}
\input{rules/weight}
\subsection*{Actions}
\input{rules/actions_basic.tex}
\input{rules/actions_resisted.tex}
\input{rules/actions_resting.tex}
\subsection*{Combat}
\input{rules/hitting_things.tex}
\input{rules/projectiles.tex}
\end{multicols}
\end{document}
\subsubsection*{Dangerous \& Difficult Actions}
\begin{itemize}
\item
The \gls{gm} states the TN:
\begin{itemize}
\item
7 for difficult actions,
\item
12 for professional actions,
\item
16 for extreme.
\end{itemize}
\item
The player rolls 2D6, and adds:
\begin{itemize}
\item
Attribute Bonus,
\item
Skill Bonus,
\item
Equipment Bonus.
\end{itemize}
\item
The \gls{gm} interprets the results:
\begin{itemize}
\item
If the roll exceeds the TN, the action was a success.
\item
If the roll falls below the TN, the action fails, and the danger occurs.
\item
If the roll equals the TN, the result is a \emph{tie}.
If success and failure conditions could occur at the same time, the character may choose to accept both, or neither.
Otherwise, the result is a partial success.
\end{itemize}
\end{itemize}
\subsubsection*{Resisted Actions}
\begin{itemize}
\item
The player rolls at TN 7 plus the opponent's Bonuses.
\end{itemize}
\subsubsection*{Difficulty at Rest}
\begin{itemize}
\item
When characters can try something again and again, set one die to a '6' and roll as normal.
\end{itemize}
\subsubsection*{Attributes}
\begin{itemize}
\item
\textbf{Strength:} muscle, brawn, toughness, height
\item
\textbf{Dexterity:} dexterity, coördination, balance
\item
\textbf{Speed:} velocity, tendons, vim
\item
\textbf{Intelligence:} memory, logic, tenacity, cunning
\item
\textbf{Wits:} alacrity, levity, attention, acumen
\item
\textbf{Charisma:} gravitas, glamour, confidence, symmetry
\end{itemize}
\subsubsection*{Fate}
\begin{itemize}
\item
Every character can store a number of \glspl{fp} equal to the number of knacks they have, times four.
\item
If the character would receive Damage, they can elect to lose \glspl{fp} instead.
\item
At the end of each scene, the \gls{gm} rolls 1D6, and every character who took part in the scene regenerates that many \glspl{fp}.
\end{itemize}
\subsubsection*{Fatigue}
\begin{itemize}
\item
Every round of exertion inflicts one point of Fatigue Point.
\item
Every Fatigue Point a character has above their current \glspl{hp} inflicts a -1 penalty to all actions.
\item
Characters who rest for a scene regenerate a number of Fatigue Points equal to half their current \glspl{hp} (rounded up).
\end{itemize}
\subsubsection*{\Glsfmtlongpl{ap}}
\begin{itemize}
\item
Everyone in the room sets their \glspl{ap} to 3 + Speed.
\item
Every action costs at least 1 \gls{ap}.
\item
Circle round the table, with each player taking their turn.
However, if any character wants to jump in, use this order:
\begin{itemize}
\item
The character who has the most \glspl{ap} goes first.
\item
The character doing the action which requires the least \glspl{ap} to spend.
\item
The character with the highest Speed.
\item
The character with the shortest name.
\end{itemize}
\end{itemize}
\subsubsection*{Attacking}
The characters rolls a \textit{resisted action}.
\begin{itemize}
\item
If the result is a tie, the winner deals Damage.
\item
If the result is a tie (hitting the \gls{tn} exactly), the player can decide to both receive and deal damage, or neither.
\end{itemize}
\subsubsection*{Damage}
Characters have 6 \glspl{hp}, plus their Strength Bonus.
\begin{itemize}
\item
Fists deal 1D4 Damage.
\item
Weapons each have their own die-type.
\item
The character's Strength Bonus adds to the result.
\end{itemize}
\subsubsection*{Weapons}
Weapons add to a character's Attack and Damage.
Heavier weapons have some `Heft', which costs more \glspl{ap}.
\subsection*{Projectiles}
\begin{itemize}
\item
Players roll Dexterity + Projectiles against TN 5 to hit stationary targets.
\item
Every 5 steps adds +1 to the TN.
\item
Moving targets increase the TN with their Speed + Athletics total.
\item
When a player hits the TN precisely, they miss their first target, but any other target behind.
\end{itemize}
\subsubsection*{Skills}
Each skill covers a variety of abilities -- at least one per Attribute.
\begin{figure*}[t!]
\begin{boxtable}[X|LLL]
& \textbf{Strength} & \textbf{Dexterity} & \textbf{Speed} \\\hline
\textbf{Academics} & Orating to a massive crowd & Forgery & Courier Runs \\
\textbf{Athletics} & Lifting heavy loads & Climbing & Sprinting \\
\textbf{Deceit} & Intimidation & Feigning an injury & Spreading a rumour across an entire town \\
\textbf{Stealth} & Hiding in a hay bail & Moving quietly & Escaping into a crowd \\
\textbf{Vigilance} & Keeping watch all night & Feeling for an exit in the dark & Searching a full forest for a particular tree \\
\textbf{Wyldcrafting} & Wrestling a~boar & Untying a~horse's bridle & Fleeing a stampede \\
\end{boxtable}
\end{figure*}
\begin{figure*}[t!]
\begin{boxtable}[X|LLL]
& \textbf{Intelligence} & \textbf{Wits} & \textbf{Charisma} \\\hline
\textbf{Academics} & Recalling facts & Resisting an enchantment spell & Storytelling \\
\textbf{Athletics} & Finding the easiest route to climb & Identifying optimal climbing conditions & Stage acrobatics \\
\textbf{Deceit} & Crafting a plausible lie & Making a quick excuse & Implausible lies \\
\textbf{Stealth} & Identifying the best hiding spot & Quickly hiding & Sleuthing a banquet, uninvited \\
\textbf{Vigilance} & Investigating a crime scene & Spotting an illusion spell & Hearing the best gossip \\
\textbf{Wyldcrafting} & Planning a new, hidden trail & Foraging for a quick meal & Selling vegetables \\
\end{boxtable}
\end{figure*}
\subsubsection*{Weight}
\begin{itemize}
\item
Characters have a \textit{Weight Rating} equal to their \glspl{hp}.
\item
Characters can lift anything with a Weight Rating up to their Strength score, without problem.
Anything over the Weight Rating inflicts a -1 penalty to the character's Speed.
\item
Characters can lift a maximum Weight Rating equal to 4 plus their Strength Bonus.
\item
Characters can drag a maximum Weight Rating equal to 8 plus their Strength Bonus.
\end{itemize}
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