Commit 04cb810e authored by Craig Maloney's avatar Craig Maloney
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Minor fixes

parent 41c44ef7
......@@ -373,7 +373,7 @@ Part of determining your outcome is generating a random number, which is usually
\textbf{Fate Dice}:~Fate Dice (sometimes called \textbf{Fudge dice}, after the game they were originally designed for) are one way to determine outcomes. You always roll Fate Dice in a set of four. Each die will come up as~\dPlus,~\dBlank, or~\dMinus, and you add them together to get the total of the roll. For example:
\peppercarrotDiceRoll
\peppercarrotDiceRoll{}
\textbf{Deck of Fate}:~The Deck of Fate is a deck of cards that copies the statistical spread of Fate Dice. You can choose to use them instead of dice---either one works great.
......@@ -1330,7 +1330,6 @@ Rea must be replenished from time to time. While Rea can be replenished in vario
% FIXME
Magic spells are ...
\mysection[Impossibletriangle]{The Impossible Triangle}
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......@@ -2,6 +2,8 @@
## Using Rea (Casting Spells and Creating Potions)
% FIXME: Wonder if using zones might help balance this out; things that take more than one zone take more than one fate point. Need to think about this more
% FIXME: Need to balance this out more.
Casting a spell or creating a potion in Hereva uses Rea. Rea (``Reality'') is part of every day life in Hereva. Each spell cast and potion created costs one Fate Point, in part because each spell or potion changes the Reality of Hereva in some form. They come out of the same budget as any other action your character may take.
......@@ -40,7 +42,7 @@ Potions are one-time use items. Once a potion is used you cross it off or remove
## Optional Rule: The Balance of Rea
Groups that prefer a more challenging game or more consequences for Rea Exhaustion may instead opt to use The Balance of Rea rul in their game. The default Rea Exhaustion consequence gives one Fate Point for Rea Exhaustion. This Fate Point comes from the GM's pool of points. The Balance of Rea rule changes where that Fate Point comes from. When a player character takes the Rea Exhaustion consequence they may select another player character that is closest to the player character, or the player character with the most Fate Points. That player then gives the player taking Rea Exhaustion one of their Fate Points. If this reduces the giving player's character to zero Fate Points they must then take a moderate "Rea Exhaustion" consequence and receive a Fate Point from one of the other players that has Fate Points. If that player is then reduced to zero then the Fate Points are distributed and subsequent consequences are taken. If all players have the consequence "Rea Exhaustion" and the players have run out of Fate Points to give then the GM may compel the group to accept a world aspect that grants each player one Fate Point. This aspect should reflect a massive Rea Shift in the world of Hereva. At the end of the Great War each of the Chaosah Witches were exhausted of their Rea which caused the Great Tree of Komona to break, which damaged the magic in all of Hereva. GMs, the decision of how severe the exhaustion of Rea would be for your party of witches is up to you.
Groups that prefer a more challenging game or more consequences for Rea Exhaustion may instead opt to use The Balance of Rea rule in their game. The default Rea Exhaustion consequence gives one Fate Point for Rea Exhaustion. This Fate Point comes from the GM's pool of points. The Balance of Rea rule changes where that Fate Point comes from. When a player character takes the Rea Exhaustion consequence they may select another player character that is closest to the player character, or the player character with the most Fate Points. That player then gives the player taking Rea Exhaustion one of their Fate Points. If this reduces the giving player's character to zero Fate Points they must then take a moderate "Rea Exhaustion" consequence and receive a Fate Point from one of the other players that has Fate Points. If that player is then reduced to zero then the Fate Points are distributed and subsequent consequences are taken. If all players have the consequence "Rea Exhaustion" and the players have run out of Fate Points to give then the GM may compel the group to accept a world aspect that grants each player one Fate Point. This aspect should reflect a massive Rea Shift in the world of Hereva. At the end of the Great War each of the Chaosah Witches were exhausted of their Rea which caused the Great Tree of Komona to break, which damaged the magic in all of Hereva. GMs, the decision of how severe the exhaustion of Rea would be for your party of witches is up to you.
Some examples:
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