Initial commit
Initial project scaffolding
This commit is contained in:
1
src/actions/index.tex
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src/actions/index.tex
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\part{Action Mechanics}
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src/adventuring/falling_damage.tex
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src/adventuring/falling_damage.tex
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\section{Falling Damage}
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When a character falls from a great height, he takes damage according to the table below. The numbers are given for a fall from a height of 10 feet, 20 feet, and so on. To find the damage taken from a fall consult the table and round the distance fallen down.
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\begin{RpgTable}[header=Falling Distance \& Damage]{ccc}
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Distance & Damage Level & Soak Difficulty \\
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10ft & 2 & 4 \\
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20ft & 2 & 5 \\
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30ft & 2 & 6 \\
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40ft & 3 & 8 \\
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50ft & 6 & 10 \\
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50ft+ & 10 & - \footnote{Falling more than 50ft does not allow soak rolls.} \\
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\end{RpgTable}
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\paragraph{Acrobatics} When a character falls they can add their acrobatics skill to their soak roll.
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src/adventuring/index.tex
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src/adventuring/index.tex
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\part{Adventuring}
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\input{src/adventuring/falling_damage}
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\input{src/adventuring/traveling}
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src/adventuring/traveling.tex
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src/adventuring/traveling.tex
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\section{Distance Traveling}
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Characters can travel a certain distance in a day based on their |Fitness|. The distance traveled is based on the character's speed and the terrain they are traveling through. The table below shows the distance a character can travel in a day based on various factors.
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\begin{RpgTable}[header=Base Traveling Speed]{XX}
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Fitness & Distance \\
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\pipline{1} & 15 miles \\
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\pipline{2} & 20 miles \\
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\pipline{3} & 25 miles \\
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\pipline{4} & 30 miles \\
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\pipline{5} & 40 miles \\
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\end{RpgTable}
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\begin{RpgTable}[header=Distance Modifers]{XX}
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Effect & Modification \\
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Difficult terrain & $distance/2$ \\
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Hazardous terrain & $distance/4$ \\
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Travel by night & maximum of 20 miles/day\\
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\end{RpgTable}
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\paragraph{Traveling by horse}
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Characters can travel faster by horse. A horse can travel 50 miles in a day. The horse can be ridden for 8 hours before needing to rest for 4 hours. The horse can be ridden for 12 hours before needing to rest for 8 hours.
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51
src/character/abilities/combatent/index.tex
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src/character/abilities/combatent/index.tex
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\section{Combat Mastery}
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\begin{tikzpicture}[remember picture,overlay]
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\node at ([xshift=75mm]current page.center) {
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\includegraphics[scale=0.5]{img/combatmastery.png}
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};
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\end{tikzpicture}
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\RpgDropCapLine{C}{ombat Mastery} is the domain of heros on the battlefield, with skills honed to a razor and exquisite tactical precision They are born to end lives.
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For each point in |Combat Mastery|, you may select 2 combat maneuvers.
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Your |Combat Mastery| score can not exceed your |Fitness|
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\RpgFeatHeader{Ambush}[Requirements: None]
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You can ambush your enemies. If you make a combat roll before the start of a combat round. You may make a second combat roll.
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\RpgFeatHeader{Combat Training}[Requirements: None]
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Your |Target Maximum| is equal to your combat mastery.
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\RpgFeatHeader{Flamboyant Disengage}[Requirements: None]
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You can disengage from combat with a flourish. During combat make a non-offensive combat roll and add your acrobatics, you may also move up to 10ft
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\RpgFeatHeader{Fluid Dueling}[Requirements: None]
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When engaged with a single target you can add your acrobatics to your combat rolls. This bonus can not exceed your |Combat Mastery|.
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\RpgFeatHeader{Know thy Enemy}[Requirements: None]
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You understand the weaknesses of your enemies and can exploit them. Armor and defensive bonuses of your opponent are reduce by 2.
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\RpgFeatHeader{Weapon Expertise}[Requirements: Character creation]
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You gain 4 skill points in a weapon skill of your choice.
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\RpgFeatHeader{Priority Focus}[Requirements: None]
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After making a combat roll, if you hit more targets than your |Target Maximum| allows, you can choose the targets hit.
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\clearpage
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\RpgFeatHeader{Mounted Combat}[Requirements: Riding 3]
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You are able to fight while mounted. Combat actions no longer require |Riding| checks. If this is selected during character creation you can choose to start with a war-horse.
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\RpgFeatHeader{Prescient Reactions}[Requirements: Fate 1]
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You can see the future and react to it. You can add your |Fate| to your combat rolls.
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1
src/character/abilities/index.tex
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src/character/abilities/index.tex
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\include{src/character/abilities/combatent/index}
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src/character/attributes/charisma.tex
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src/character/attributes/charisma.tex
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\subsection{Charisma}
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Charisma represents the social fitness of a character. It determines how well a character can communicate, how well they can lead, and how well they can influence others.
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\break
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\paragraph{Fitness score} The following gives a general idea of levels of charisma.
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\begin{itemize}[label={}]
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\item \pipline{1}{People tend to start off not likeing them}
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\item \pipline{2}{Most people are indifferent to them}
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\item \pipline{3}{Able to make friends easily}
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\item \pipline{4}{Exceptional orator, can sway crowds}
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\item \pipline{5}{Could convince most people to do almost anything}
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\end{itemize}
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\vspace{1em}
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\paragraph{Feats of Charisma}
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Given a charisma score, characters can casually perform various feats of charisma without a check.
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\begin{itemize}[label={}]
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\item \pipline{1}{Hold a conversation}
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\item \pipline{2}{Navigate social situations without offending}
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\item \pipline{3}{Keep a crowd entertained, give a speech}
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\item \pipline{4}{convince a person to do something they are already inclined to do}
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\item \pipline{5}{Rally a crowd and sway opinions slightly}
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\end{itemize}
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26
src/character/attributes/fitness.tex
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src/character/attributes/fitness.tex
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\subsection{Fitness}
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Fitness represents the overal physical strength and fitness of a character. This can be used to determine how much weight a character can carry, how hard they can hit, how much endurance they have.
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\break
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\paragraph{Fitness score} The following gives a general idea of levels of fitness.
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\begin{itemize}[label={}]
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\item \pipline{1}{A nonathletic person}
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\item \pipline{2}{Average atheltic ability}
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\item \pipline{3}{Physiscally fit}
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\item \pipline{4}{Exceptionally fit}
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\item \pipline{5}{Legendary athlete}
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\end{itemize}
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\vspace{1em}
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\paragraph{Feats of Fitness}
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Given a fitness score, characters can casually perform various feats of strength without a check.
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\begin{itemize}[label={}]
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\item \pipline{1}{lift 50lbs, sprint a short distance}
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\item \pipline{2}{lift 100lbs, run a mile}
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\item \pipline{3}{lift 180lbs, climb a 50' rope}
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\item \pipline{4}{lift 350lbs, jog 10 miles}
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\item \pipline{5}{carry 200lbs while running a marathon}
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\end{itemize}
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src/character/attributes/fortitude.tex
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src/character/attributes/fortitude.tex
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\subsection{Fortitude}
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Fortitude repsents the physical constitution of a character. This can be used to determine how well a character can resist poisons, diseases, and other physical ailments. It also determines how well a character can resist physical damage.
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\begin{itemize}[label={}]
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\item \pipline{1}{Fragile}
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\item \pipline{2}{Average constitution}
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\item \pipline{3}{Can take a hit}
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\item \pipline{4}{Rock solid}
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\item \pipline{5}{Made of iron}
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\end{itemize}
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\paragraph{Feats of Fortitude}
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Given a fortude score, characters can casually perform various feats of strength without a check.
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\begin{itemize}[label={}]
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\item \pipline{1}{Shrug off entirely superficial wounds}
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\item \pipline{2}{Shrug off minor wounds}
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\item \pipline{3}{Resist minor poisons and infections}
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\item \pipline{4}{Resist minor desises}
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\item \pipline{5}{Resit moderate poisons and infections}
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\end{itemize}
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src/character/attributes/index.tex
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src/character/attributes/index.tex
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\section{Core Attributes}
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\RpgDropCapLine{A}{ttributes} represent the core traits for a character. These govern everything from physical fitness to intellectual ability. Attributes are rated on a scale of 1 to 5, with 1 being the lowest and 5 being the highest. The average person has a 2 in all attributes. Characters can have a maximum of 5 in any attribute.
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Attributes above 5 are considered superhuman and are reserved for the most exceptional characters.
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\vspace{1em}
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\input{src/character/attributes/perception}
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\input{src/character/attributes/fitness}
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\input{src/character/attributes/intellect}
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\input{src/character/attributes/fortitude}
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\input{src/character/attributes/charisma}
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src/character/attributes/intellect.tex
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src/character/attributes/intellect.tex
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\subsection{Intellect}
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Intelligence represents the mental fitness of a character. It determins base level knowledge, problem solving ability, and memory. It also determines mental fortitude and willpower.
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\begin{itemize}[label={}]
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\item \pipline{1}{A weak minded person}
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\item \pipline{2}{Average intelligence}
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\item \pipline{3}{Well educated}
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\item \pipline{4}{Encyclopedic knowledge}
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\item \pipline{5}{Once in a generation mind}
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\end{itemize}
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\paragraph{Feats of Intellect}
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Given a intellect score, characters can casually perform various feats of strength without a check.
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\begin{itemize}[label={}]
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\item \pipline{1}{Speak and communicate clearly}
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\item \pipline{2}{Pick up on social queues, tell noncomplex stories}
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\item \pipline{3}{Read \& write, determine the basic materials of an object, recall relatively common facts about places, people, and objects}
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\item \pipline{4}{Pickup on subtle social queues, recall complex facts about places, people, and objects}
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\item \pipline{5}{Recall information about rare and obscure topics}
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\end{itemize}
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src/character/attributes/perception.tex
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src/character/attributes/perception.tex
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\subsection{Perception}
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Perception represents the ability of a character to notice things in their environment. It determines how well a character can see, hear, and smell. It also determines how well a character can notice things that are out of place, or hidden.
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\break
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\paragraph{Perception score} The following gives a general idea of levels of perception.
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\begin{itemize}[label={}]
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\item \pipline{1}{Unobservant}
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\item \pipline{2}{Average perception}
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\item \pipline{3}{Eagle eyed}
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\item \pipline{4}{Exceptionally perceptive}
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\item \pipline{5}{Nearly impossible to sneak up on}
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\end{itemize}
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\vspace{1em}
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\paragraph{Feats of Perception}
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Given a perception score, characters can casually perform various feats of perception without a check.
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\begin{itemize}[label={}]
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\item \pipline{1}{Notice a person standing in front of them}
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\item \pipline{2}{Spot a hidden object in plain sight}
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\item \pipline{3}{Spot a hidden object in a cluttered room}
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\item \pipline{4}{Notice something out of place in a room}
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\item \pipline{5}{Notice a minor detail in a room}
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\end{itemize}
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1
src/character/cv/index.tex
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src/character/cv/index.tex
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\section{Curriculum Vitae}
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src/character/index.tex
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src/character/index.tex
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\part{Character Mechanics}
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\include{src/character/traits}
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\include{src/character/attributes/index}
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\include{src/character/skills/index}
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\input{src/character/cv/index}
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\input{src/character/abilities/index}
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src/character/skills/acrobatics.tex
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src/character/skills/acrobatics.tex
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\subsection{Acrobatics (Fitness)}
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Acrobatics allows characters to perform feats of agility, balance, and coordination:
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\begin{itemize}
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\item Move into or out of combat without penalty
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\item Move through minor obstacles or difficult terrain without penalty
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\item Perform impressive or intimidating acrobatic feats
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\end{itemize}
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\paragraph{Acrobatics score} The following gives a general idea of levels of acrobatics.
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\begin{itemize}[label={}]
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\item \pipline{1}{Uncoordinated}
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\item \pipline{2}{Not clumsy}
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\item \pipline{3}{Dancer}
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\item \pipline{4}{Circus performer}
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\item \pipline{5}{Olympic gymnast}
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\end{itemize}
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\subsubsection{Possible specializations}
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Combat acrobatics, parkour, gymnastics.
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src/character/skills/alchemy.tex
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src/character/skills/alchemy.tex
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\subsection{Alchemy (Intellect)}
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Alchemy is the art of mixing and creating conconctions. Alchemy allows a character to craft a variety of helpful items, such as potions, poisons, and bombs. These items can be crafted during downtime, and can be used to heal, harm, or otherwise affect the world around the character.
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\paragraph{Acrobatics score} The following gives a general idea of levels of acrobatics.
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\begin{itemize}[label={}]
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\item \pipline{1}{Simple concuctions}
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\item \pipline{2}{Simple poison making}
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\item \pipline{3}{Simple bomb making}
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\item \pipline{4}{Potion brewing}
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\item \pipline{5}{Advanced concuctions}
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\end{itemize}
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\subsubsection{Possible specializations}
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Bombs, potions, poisons, conconctions.
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\subsubsection{Crafting with alchemy}
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Items can be crafted with alchemy while |Resting|. The items that can be are are determined by the characters alchemy score. The material cost of the items are represented by a minimum |Wealth| requirement. When |Resting| in a location with plausable access to supplies a character can craft any items their |Alchemy| and |Wealth| will allow.
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23
src/character/skills/alertness.tex
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src/character/skills/alertness.tex
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\subsection{Alertness (Perception)}
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Alertness represents the ability of a character training to pay attention to possible dangers. This can be used to determine how well a character can spot hidden objects, notice a trap, or detect an ambush.
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\begin{itemize}
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\item Contest a stealth action
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\item Contest an ambush
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\item Passively notice a trap
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\end{itemize}
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\paragraph{Alertness score} The following gives a general idea of levels of alertness.
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\begin{itemize}[label={}]
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\item \pipline{1}{Might notice a poor stealth attempt}
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\item \pipline{2}{Could catch a pickpocket}
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\item \pipline{3}{Hard to sneak up on}
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\item \pipline{4}{A sixth sense for danger}
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\item \pipline{5}{Sees everyting coming}
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\end{itemize}
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\subsubsection{Possible specializations}
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Detect stealth, trap detection, ambush detection.
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7
src/character/skills/blacksmithing.tex
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src/character/skills/blacksmithing.tex
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\subsection{Blacksmithing (Fitness)}
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Blacksmithing represents the ability of a character to work with metal. This can be used to determine how well a character can repair armor, create weapons, or craft metal objects.
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\subsubsection{Possible specializations}
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Weaponsmithing, armorsmithing, field repairing.
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7
src/character/skills/fletching.tex
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src/character/skills/fletching.tex
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\subsection{Fletching (Fitness)}
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Fletching represents the ability of a character to work with wood. This can be used to determine how well a character can repair bows, create arrows.
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\subsubsection{Possible specializations}
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||||
|
||||
Arrow making, bow making, repairing.
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30
src/character/skills/index.tex
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\section{Skills}
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\RpgDropCapLine{S}{kills} represent the learned abilities of a character. These can be anything from combat training to knowledge of a particular subject. Skills are rated on a scale of 1 to 5, with 1 being the lowest and 5 being the highest. The average person has a 2 in all skills. Characters can have a maximum of 5 in any skill.
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Skills above 5 are considered superhuman and are reserved for the most exceptional characters.
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||||
\begin{tikzpicture}[remember picture,overlay]
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\node at ([xshift=75mm, yshift=-70mm]current page.center) {
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||||
\includegraphics[scale=0.5]{img/alchemy.png}
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||||
};
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||||
\end{tikzpicture}
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||||
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||||
\input{src/character/skills/acrobatics}
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||||
\input{src/character/skills/alertness}
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\input{src/character/skills/alchemy}
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\clearpage
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||||
\begin{tikzpicture}[remember picture,overlay]
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||||
\node at ([xshift=85mm, yshift=70mm]current page.center) {
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||||
\includegraphics[scale=0.5]{img/unarmed.png}
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||||
};
|
||||
\end{tikzpicture}
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||||
\input{src/character/skills/unarmed}
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\input{src/character/skills/acrobatics}
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\newpage
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\vspace*{5.8in}
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\input{src/character/skills/blacksmithing}
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\input{src/character/skills/tracking}
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\input{src/character/skills/fletching}
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||||
\input{src/character/skills/survival}
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7
src/character/skills/survival.tex
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7
src/character/skills/survival.tex
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\subsection{Survival (Intellect)}
|
||||
Survival represents the ability of a character to live off the land. This can be used to determine how well a character can find food, water, and shelter in the wilderness.
|
||||
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||||
\subsubsection{Possible specializations}
|
||||
|
||||
Trap making, foraging, hunting
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40
src/character/skills/tracking.tex
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40
src/character/skills/tracking.tex
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|
||||
\subsection{Tracking (Intellect)}
|
||||
Tracking allows a character to follow the trail of a creature or person. It is used to find a creature, follow a creature, or determine the direction a creature has gone. Tracking can be used to follow a creature through the wilderness.
|
||||
|
||||
\subsubsection{Possible specializations}
|
||||
Wilderness tracking, urban tracking
|
||||
|
||||
\subsubsection{Tracking Creatures}
|
||||
When a character attempts to track a creature they must make a tracking roll. The difficulty of the roll is determined by the GM based on the terrain and the creature being tracked. Bonuses or penalties can be assessed based on the weather, the time of day, or other factors. The tables below can be used to help determine the difficulty of a tracking roll.
|
||||
|
||||
\begin{RpgTable}[header=Base Difficulty]{XX}
|
||||
Environment & Difficulty \\
|
||||
Dense Forest & 5 \\
|
||||
Plains & 10 \\
|
||||
Urban Area & 15 \\
|
||||
\end{RpgTable}
|
||||
|
||||
\begin{RpgTable}[header=Environment modifiers]{XX}
|
||||
Effect & Modifier \\
|
||||
Nighttime & +5 \\
|
||||
Difficult terrain & +1 \\
|
||||
Hazerdous terrain & +3 \\
|
||||
\end{RpgTable}
|
||||
|
||||
|
||||
\begin{RpgTable}[header=Other Modifiers]{XX}
|
||||
Effect & Modifier \\
|
||||
Individual target & +2 \\
|
||||
Small group (3 or less) & -1 \\
|
||||
Large group (10 or more) & +2 \\
|
||||
\end{RpgTable}
|
||||
|
||||
|
||||
\subsubsection{Trail masking}
|
||||
A character with tracking knowledge can also actively mask their trail while traveling. A character that is actively masking their trail moves at 75\% their normal speed. Attempts to find and track the characters trail have their difficulty increase by the characters tracking skill.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
25
src/character/skills/unarmed.tex
Normal file
25
src/character/skills/unarmed.tex
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@@ -0,0 +1,25 @@
|
||||
\subsection{Unarmed Combat (Fitness)}
|
||||
Unarmed combat represents the physical combat ability of a character. It determines how well a character can fight, how hard they can hit, and how well they can take a hit.
|
||||
|
||||
Unarmed combat can be used in any combat action, grappling, shoving, or any other physical combat action that does not involve a weapon:
|
||||
|
||||
\begin{itemize}
|
||||
\item Combat rolls while unarmed
|
||||
\item Body slam, even while holding a weapon
|
||||
\item Hold a person in place
|
||||
\end{itemize}
|
||||
|
||||
|
||||
\paragraph{Unarmed combat score} The following gives a general idea of levels of unarmed combat.
|
||||
|
||||
\begin{itemize}[label={}]
|
||||
\item \pipline{1}{Never been in a fight}
|
||||
\item \pipline{2}{Could hold their own in a bar fight}
|
||||
\item \pipline{3}{Some martial training}
|
||||
\item \pipline{4}{Accomplished martial artist}
|
||||
\item \pipline{5}{Master of multiple martial arts}
|
||||
\end{itemize}
|
||||
|
||||
\subsubsection{Possible specializations}
|
||||
|
||||
Martial arts, grappling, bar fighting.
|
||||
14
src/character/traits.tex
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14
src/character/traits.tex
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@@ -0,0 +1,14 @@
|
||||
\section{Character Traits}
|
||||
\RpgDropCapLine{C}{haracter} traits are broken into 3 categories: Attributes, Skills, and Abiltities. Attributes are the basic building blocks of a character, and are used to determine the character's physical and mental capabilities. Skills are the learned abilities of a character, and are used to determine how well a character can perform a task. Abilities are the supernatural or extraordinary capabilities of a character, and are used to determine how well a character can perform a task that is beyond the capabilities of a normal human.
|
||||
|
||||
All traits are represented as a number between 2 and 5, with 1 being the lowest and 5 being the highest. The higher the number, the better the character is at that trait. Traits are used to determine the outcome of actions that a character takes, and are used to determine the character's overall effectiveness in the game.
|
||||
|
||||
\subsection{Specializations}
|
||||
When a trait reaches 4 a specialization can be chosen. This is a narrow focus of the trait that the character is particularly good at. For example, a character with a Strength of 4 might choose to specialize in lifting heavy objects. Alternatively a character with a 4 in ledgerdemain might specialize in pickpocketing.
|
||||
|
||||
When a trait is raised to 5, a character can choose a second specialization.
|
||||
|
||||
For the purposes of actions, a trait higher than 3 only counts higher than 3 when the action is related to a specialization.
|
||||
|
||||
\subsection{Feats}
|
||||
Some attributes and skills may list feats. These are actions a character is capable of performing inately given a certain level of the trait. These feats require no roll to perform, and are considered automatic successes. This does not apply to any sitauation where the action is contested, or the character is under duress.
|
||||
43
src/combat/combat_action.tex
Normal file
43
src/combat/combat_action.tex
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@@ -0,0 +1,43 @@
|
||||
\section{Combat Action}
|
||||
|
||||
\RpgDropCapLine{C}{ombat} actions are the smallest unit of time in a combative situation. It represents a single cambative maneuver, such as an attack, an ability, or a skill usage. Combat actions resolve simultaniously. There are three types of combat actions:
|
||||
|
||||
\begin{itemize}
|
||||
\item \textbf{Standard Combat Action} - This action is the most common action in melee combat. The standard action is an attack maneuver against targets a character is currently engaged with.
|
||||
\item \textbf{Non-Offensive Combat Action} - This is a non attacking maneuver and can is a type of action taken by specific skills and abiltiies. It provides a combat roll for defense purposes and generally conveys some other utility.
|
||||
\item \textbf{Unengaged action} - An unengaged action is a wide variety of actions that can be taken when not explicitly engaged with a target. This includes movement, casting spells, using noncombative abiltiies or skills.
|
||||
\end{itemize}
|
||||
|
||||
\subsection{Standard Combat Action}
|
||||
The |Standard Combat Action| represents the total precision of movement and tactical prowess throughout the combat interval. It encapsulates both the offensive and defensive performance against all enemies currently engaged with a character.
|
||||
|
||||
The standard combat action is a Fitness based action:
|
||||
|
||||
\begin{align*}
|
||||
Fitness + Combat Modifiers + Weapon Skill + 1d10
|
||||
\end{align*}
|
||||
|
||||
All characters engaged in combat that choose to make a |Standard Combat Action| make this roll. These rolls are all contested against all other characters in the same engagement (physical proximity based on weapon range). Each character hits other characters whos roll is 5 less than theirs. This is limited by their |Maximum Targets|. If a character lands hits on more than their |Maximum Targets| the targets with the greatest difference are hit. In the event of a tie the attacker chooses.
|
||||
|
||||
\subparagraph{Armor \& Shields} Armor and shields provide a bonus to the combat roll. Armor provides a bonus equal to its armor rating, shields provide a bonus equal to their shield rating.
|
||||
\subparagraph{Combat Mastery} Characters with the |Combat Mastery| ability can engage more targets in combat. The number of targets a character can engage is equal to their |Combat Mastery| score. They can also add their |Combat Mastery| score to their combat roll.
|
||||
\subparagraph{Outnumbered} If a character is engaged by more targets than their |Target Maximum| they subtract the difference from their combat role.
|
||||
|
||||
\subsubsection{Combat Action Example}
|
||||
For this example we will use a character named |Alden| who is a skilled warrior. He is engaged with two bandits. He has a fitness of 3, and a weapon skill of 3. He is wearing a chain shirt with an armor rating of 2. He is using a longsword with a shield with a shield rating of 1. He has a combat mastery of 2.
|
||||
|
||||
The bandits have a fitness of 2, and a weapon skill of 2. They are wearing leather armor with an armor rating of 1. They are using shortswords.
|
||||
|
||||
All three characters make a combat roll. |Alden| rolls a 1d10 and gets a 6. His total roll is 17. The bandits roll a 1d10 and get a 3. Their total roll is 8. |Alden| hits both bandits. The bandits do not hit |Alden|. |Alden| needed to exceed their roll by 5. Which means he needed 14 or higher.
|
||||
|
||||
\begin{align*}
|
||||
Alden(17) - Bandit(8) & = 9 \\
|
||||
9 & < 5 \\
|
||||
& \textbf{Hit!} \\
|
||||
\end{align*}
|
||||
|
||||
\begin{RpgSidebar}[float=!b]{Target Maximum}
|
||||
All characters have a |Target Maxmium| of 1. This can be increased by various effects. For instance, points in |Combat Mastery| increase the |Target Maximum|.
|
||||
\end{RpgSidebar}
|
||||
|
||||
|
||||
3
src/combat/index.tex
Normal file
3
src/combat/index.tex
Normal file
@@ -0,0 +1,3 @@
|
||||
\part{Combat Mechanics}
|
||||
\include {src/combat/combat_action}
|
||||
\include {src/combat/ranged}
|
||||
10
src/combat/ranged.tex
Normal file
10
src/combat/ranged.tex
Normal file
@@ -0,0 +1,10 @@
|
||||
\section{Ranged Combat}
|
||||
|
||||
|
||||
\RpgDropCapLine{R}{anged} Combat actions can be taken as an |Unengaged Action|\footnote{Unengaged actions can only be taken while not in a melee engagement. See |Combat Actions|}.
|
||||
Unlike a |Combat Action|, a ranged attack always targets a single target and is an uncontested attack.
|
||||
|
||||
\begin{displaymath}
|
||||
WeaponSkill + CombatModifier + Fitness - RangeModifier + 1d10
|
||||
\end{displaymath}
|
||||
|
||||
1
src/creation/index.tex
Normal file
1
src/creation/index.tex
Normal file
@@ -0,0 +1 @@
|
||||
\part{Character Creation}
|
||||
5
src/index.tex
Normal file
5
src/index.tex
Normal file
@@ -0,0 +1,5 @@
|
||||
\input{src/character/index}
|
||||
\input{src/creation/index}
|
||||
\input{src/actions/index}
|
||||
\input{src/combat/index}
|
||||
\input{src/adventuring/index}
|
||||
Reference in New Issue
Block a user