Commit 4de0e729 authored by Craig Maloney's avatar Craig Maloney
Browse files

Attempting to fix some of the errors

parent fc4e70cc
......@@ -708,7 +708,7 @@ Next, each character takes a turn in order. On their turn, a character can take
\renewcommand{\peppercarrotTocDamage}{Ouch!~Damage, Stress, and Consequences}
\renewcommand{\peppercarrotTextDamage}{%
When you're hit by an attack, the severity of the hit is the difference between the attack roll and your defense roll; we measure that in~shifts. For instance, if your opponent gets +5 on their attack and you get a +3 on your defense, the attack deals a two shift hit ($5 - 3 = 2$).
When you're hit by an attack, the severity of the hit is the difference between the attack roll and your defense roll; we measure that in~shifts. For instance, if your opponent gets +5 on their attack and you get a +3 on your defense, the attack deals a two shift hit $(5 - 3 = 2)$.
Then, one of two things happens:
......@@ -729,7 +729,7 @@ Then, one of two things happens:
\item
Each character starts with three stress boxes.
\item
Severity of hit (in shifts)\\ = Attack Roll -- Defense Roll
Severity of hit (in shifts)\\ = $Attack Roll - Defense Roll$
\item
When you take a hit, you need to account for how that hit damages you. One way to absorb the damage is to take stress; you can check one stress box to handle some or all of a single hit. You can absorb a number of shifts equal to the number of the box you check: one for Box 1, two for Box 2, three for Box 3.
\item
......@@ -850,7 +850,7 @@ Examples:~Sprained Ankle;~Fear of Spiders;~Concussion;~Debilitating Self-Doubt
\sectionruler{}
Boosts:~A boost is a temporary aspect that you get to use once (see~``What Do You Do With Aspects?''next), then it vanishes. Unused boosts vanish when the scene they were created in is over or when the advantage they represent no longer exists. These represent very brief and fleeting advantages you get in conflicts with others.
Boosts:~A boost is a temporary aspect that you get to use once (see~``What Do You Do With Aspects?'' next), then it vanishes. Unused boosts vanish when the scene they were created in is over or when the advantage they represent no longer exists. These represent very brief and fleeting advantages you get in conflicts with others.
\sectionruler{}
......@@ -858,7 +858,7 @@ Examples:~In My Sights;~Distracted;~Unstable Footing;~Rock in His Boot
\sectionruler{}
\textbf{Player vs. Player (PVP)}\\
\textbf{Player vs. Player $(PVP)$}\\
The only time that fate point might not go to the GM is when you're in conflict with another player. If you are, and you invoke one of that player's character aspects to help you out against them, they will get the fate point instead of the GM once the scene is over.
......@@ -870,7 +870,9 @@ There are three big things you can do with aspects:~invoke~aspects,~compel~aspec
\subsubsection{Invoking Aspects}\label{sigilux5ftocux5fidux5f44}
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.
% 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 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.
\sectionruler{}
......@@ -1239,7 +1241,7 @@ Skilled~(+2) at:~Frightening other students, weaseling out of trouble, breaking
Bad (-2) at:~Planning, studying
Stress:~\DB (first hit takes them out)
Stress:~\DB{}~(first hit takes them out)
\sectionruler{}
......@@ -1251,7 +1253,7 @@ Skilled~(+2) at:~Sneaking, ambushing
Bad (-2) at:~Standing up to determined opposition
Stress:~\SA
Stress:~\SA{}
\sectionruler{}
......@@ -1263,11 +1265,11 @@ Skilled~(+2) at:~Flying, biting
Bad (-2) at:~Anything that isn't flying or biting
Stress:~\SB
Stress:~\SB()
\sectionruler{}
Groups of Mooks:~If you have a lot of low-level bad guys facing the PCs, you can make your job easier by treating them as a group---or maybe a few groups. Instead of tracking a dozen bad guys, you track three groups of four bad guys each. Each of these groups acts like a single character and has a set of stats just like a single mook would:~
Groups of Mooks:~If you have a lot of low-level bad guys facing the PCs, you can make your job easier by treating them as a group---or maybe a few groups. Instead of tracking a dozen bad guys, you track three groups of four bad guys each. Each of these groups acts like a single character and has a set of stats just like a single mook would:
\begin{enumerate}
\itemsep1pt\parskip0pt\parsep0pt
......@@ -1326,7 +1328,7 @@ Most practitioners don't actively monitor their Rea usage; they can sense when t
Training in one of the schools of magic allows for more controlled and focused use of Rea. Without this training Rea becomes more of a ``guided intention'' rather than a direct command of Rea. By careful study, focus, and desire one can learn to harness Rea to conform to their will. As the Herevans learned how to control Rea they quickly realized this power could cause havoc if not properly taught, and formed the schools of magic to properly teach the various ways of harnessing Rea. They perfected their craft via trial and error, and compiled that information into spellbooks and potion recipes. Some schools became more secretive about their methods for controlling Rea, while others remained open to all students (mostly from necessity, but some because of the charters of their founding members). Most of the people of Hereva know a little bit of the schools of magic they were exposed to (for instance the farmers of Hereva know a diluted form of Hippiah~magic passed on from one generation to the next) but there is a huge difference between mimicking the magic of a school and knowing all of their secret knowledge.
~Magmah,~Aquah,~and~Hippiah~are especially tuned to channel Rea into the physical world. Ah and Zombiah focus their Rea outside of the physical world. Chaosah is attuned to both the physical and non-material worlds.
Magmah,~Aquah,~and~Hippiah~are especially tuned to channel Rea into the physical world. Ah and Zombiah focus their Rea outside of the physical world. Chaosah is attuned to both the physical and non-material worlds.
Rea must be replenished from time to time. While Rea can be replenished in various ways (meditation, careful focus on a project, dedication to a project, etc.) these take time and effort to achieve. Certain potions and rare ingredients can be purchased to replenish Rea, but these can be quite costly and are used by a limited number of practitioners. Beware anyone who claims to have invented a way to regenerate Rea without effort; such ``perpetual Rea machines'' are usually little more than ``get-Ko-quick'' schemes.
......@@ -1344,7 +1346,7 @@ Hereva's magic-system, or ``Chaos \& Evolutions'' has evolved into six magic sch
The best way to read the Impossible Triangle is to view it on several axes: at the top is order, and the bottom is chaos. The left is spiritual and the right is material. With this we can read the positions of the different schools and better understand their affinities.
Starting from the bottom is \textbf{Chaosah}, harnessing the primal forces of chaos and physics. Moving to the left we see \textbf{Aquah}, the fusion of the untamed forces of chaos with the calm order of the spirit; much as water can turn from quiet and calm to rough and tumultuous. On the top left is \textbf{Ah}, representing the evolution into spiritual beings (beings requiring no physical form) and the order that comes from shirking off the material form. Moving right is ~\textbf{Hippiah}~, the combination of harnessing the spiritual aspects of all living things and using them in order to enact the growth of living things. At the top-right is \textbf{Zombiah}, which views the spiritual as something to be harnessed to drive and animate the physical world. Moving down towards chaos is \textbf{Magmah}, which views the natural order as something to be changed and refined through the mixture of alchemy and chaos.
Starting from the bottom is \textbf{Chaosah}, harnessing the primal forces of chaos and physics. Moving to the left we see \textbf{Aquah}, the fusion of the untamed forces of chaos with the calm order of the spirit; much as water can turn from quiet and calm to rough and tumultuous. On the top left is \textbf{Ah}, representing the evolution into spiritual beings (beings requiring no physical form) and the order that comes from shirking off the material form. Moving right is~\textbf{Hippiah}, the combination of harnessing the spiritual aspects of all living things and using them in order to enact the growth of living things. At the top-right is \textbf{Zombiah}, which views the spiritual as something to be harnessed to drive and animate the physical world. Moving down towards chaos is \textbf{Magmah}, which views the natural order as something to be changed and refined through the mixture of alchemy and chaos.
The following sections explore each of the magical schools in more depth.
\newpage
......@@ -1524,7 +1526,7 @@ Each member of Magmah may have the following school stunts:
Zombiah tried to stay out of The Great War for as long as possible. They had no quarrel with Magmah or Aquah, or any of the rest of the schools. Zombiah was closest with Magmah, having used their magic to strenghten their materials. During the war they closed off ties with Magmah and refused to aid any school, either with automation or resurrection. Unfortunately, both Magmah and Aquah viewed Zombiah's refusal to help them as secretly aiding the other side, so Zombiah was dragged into the war despite their refusal to engage with it. Zombiah re-ignited their friendship with Magmah by helping Magmah with automated soldiers and weapons in the hopes that Magmah would overpower Aquah and stop the war. This caused Zombiah to be directly attacked by Aquah, so Zombiah began building their own automated defense to deter Aquah's attacks. Several key figures in Zombiah's army were killed, so Zombiah began resurrecting their own people to continue fighting. This brought the wrath of Ah upon Zombiah, which began attacking Zombiah, both with physical attacks and spiritual attacks. Ah used spirits on the reanimated dead to coax the spirits back into the spirit realm. Zombiah did their best to ward off the attacks, but eventually Ah succeeded in their assault and occupied Qualicity, where they used this position to ultimately defeat Chaosah. Ah created a treaty where Zombiah agreed to cease resurrections unless they were used for specific purposes. One of those purposes was in dire emergencies, so when Chaosah was destroyed Zombiah was called upon to resurrect Chaosah and restore the magical balance of Hereva. This treaty is sealed away in a magic lock-box, where all parties must travel to renew the treaty. Other conditions of the treaty are that Zombiah magic may be used for demonstration purposes, such as magical contests. It may also still be taught to students, but in a dilluted form. The Zombiah of today has refocused itself on its automation beginnings in order to rebuild from the war and the occupation.
\mysection[Zombiahtoday]{Zombiah today}
Zombiah still permeates the city of Qualicity. Queen Coriander is one of its star pupils, being both adept at creating and reparing machinery, and also showing her skills in magical contests. Soumbala is Coriander's teacher and has guilded her in the ways of Zombiah. Soumbala has been a huge influence on Coriander, so much so that Coriander is happier when she is alone building machines rather than performing her royal duties.
Zombiah still permeates the city of Qualicity. Queen Coriander is one of its star pupils, being both adept at creating and repairing machinery, and also showing her skills in magical contests. Soumbala is Coriander's teacher and has guilded her in the ways of Zombiah. Soumbala has been a huge influence on Coriander, so much so that Coriander is happier when she is alone building machines rather than performing her royal duties.
Zombiah's influence can be felt in the culture of Zombiah. Automatons perform many tasks in Qualicity. Qualicity also exports some of their automatons to other schools. Despite this, some of the other schools are still uneasy around automatons. Ah is notable for their rejection of such machinery. At Coriander's coronation there was a dispute about who would be serving guests. Ah threatened to refuse to participate if any automatons were serving guests. It was later decided that Magmah would bring their own staff to cater the event rather than rely on the automatons of Qualicity. Hippiah also finds the automatons strange, but do not have the same visceral response as Ah. Aquah and Magmah are more receptive of the automatons, having seen their use during the great war. Chaosah seems ambivalent about the whole question of automatons, showing neither appreciation or contempt for them. It should be noted that younger generations of these schools are more receptive to the automatons presence and do not tend to share the same fears and distaste of automation as their elders.
......@@ -1593,7 +1595,6 @@ Each member of Hippiah may have the following school stunts:
Because the~School~of~Hippiah focuses on growing plants, I get +2 when I~Quickly create avantages related to plant growth.
\item
Because the~School~of~Hippiah understands medicine, I get +2 when I~Carefully overcome obstacles~when~someone is injured or poisoned.
\end{itemize}
\item
Because the~School~of~Hippiah understands the balance of nature, once per game session I can locate someone who is hiding among plants or in a forested area.
\end{itemize}
......@@ -2466,8 +2467,10 @@ Groups that prefer a more challenging game and more consequences for Rea Exhaust
\end{itemize}
These are just some examples. Let your imagination and your players be your guide. Rea Exhaustion is not something to be taken lightly by any witch, but it could be a way to introduce other fun elements into the campaign.
\newpage
}
\renewcommand{\peppercarrotHeadlinePlayingInHereva}{Playing in Hereva}
\renewcommand{\peppercarrotTocPlayingInHereva}{Playing in Hereva}
\renewcommand{\peppercarrotTextPlayingInHereva}{%
......
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