Commit 320c137e authored by Craig Maloney's avatar Craig Maloney
Browse files

Additional fixes and breakages

parent 3f7ef1f1
......@@ -384,7 +384,7 @@ These rules are written with the assumption that you're rolling Fate Dice, but u
\hyperdef{}{sigilux5ftocux5fidux5f15}{\subsection{Outcomes}\label{sigilux5ftocux5fidux5f15}}
Once you roll your dice, add your approach bonus (we'll talk about that in a moment) and any bonuses from aspects or stunts. Compare the total to a target number, which is either a~\hyperref[Setting-Difficulty-Levels]{fixed difficulty}~or the result of the GM's roll for an NPC. Based on that comparison, your outcome is:
Once you roll your dice, add your approach bonus (we'll talk about that in a moment) and any bonuses from aspects or stunts. Compare the total to a target number, which is either a~\hyperref[Setting-Difficulty-Levels]{fixed difficulty}~or the result of the GM's roll for an NPC\@. Based on that comparison, your outcome is:
\begin{itemize}
\itemsep1pt\parskip0pt\parsep0pt
......@@ -864,9 +864,16 @@ There are three big things you can do with aspects:~invoke~aspects,~compel~aspec
\subsubsection{Invoking Aspects}\label{sigilux5ftocux5fidux5f44}
% FIXME: Change to parenthesis when I can figure out how
You~invoke~an aspect to give yourself a bonus or make things a bit harder for your opponent. You can invoke any aspect that you
You~invoke~an aspect to give yourself a bonus or make things a bit harder for your opponent. You can invoke any aspect that you a) know about, and b) can explain how you use it to your advantage---including aspects on other characters or on the situation. Normally, invoking an aspect costs you a fate point---hand one of your fate points to the GM.\@ To invoke an aspect, you need to describe how that aspect helps you in your current situation.
\begin{enumerate}
\item
know about, and
\item
can explain how you use it to your advantage---including aspects on other characters or on the situation.
\end{enumerate}
Normally, invoking an aspect costs you a fate point---hand one of your fate points to the GM.\@ To invoke an aspect, you need to describe how that aspect helps you in your current situation.
\sectionruler{}
......@@ -986,7 +993,7 @@ There's no definitive list of stunts that you pick from; much like aspects, ever
The first type of stunt gives you a +2 bonus when you use a certain approach in a certain situation. Use this template:
Because I~{[}describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome{]}, I get a +2 when I~{[}pick one: Carefully, Cleverly, Flashily, Forcefully, Quickly, Sneakily{]}{[}pick one: attack, defend, create advantages, overcome{]}~when~{[}describe a circumstance{]}.
Because I~[describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], I get a +2 when I~[pick one: Carefully, Cleverly, Flashily, Forcefully, Quickly, Sneakily][pick one: attack, defend, create advantages, overcome]~when~[describe a circumstance].
For example:
......@@ -1010,7 +1017,7 @@ Sometimes, if the circumstance is especially restrictive, you can apply the stun
The second type of stunt lets you make something true, do something cool, or otherwise ignore the usual rules in some way. Use this template:
Because I~{[}describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome{]}, once per game session I can~{[}describe something cool you can do{]}.
Because I~[describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], once per game session I can~[describe something cool you can do].
For example:
......
Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment