diff --git a/maxima_2025.html b/maxima_2025.html index b44d390..7b77278 100644 --- a/maxima_2025.html +++ b/maxima_2025.html @@ -446,9 +446,9 @@ -
This section requires more work.
+This section requires more work.
The contents of this section are in flux. This is only a stub.
This section requires more work.
Vigour may be renamed, likely to "Cohesion" or "Stability".
Keep track of a Modifier called "Vigour", which starts at zero, and applies to all Checks.
@@ -804,21 +805,21 @@This section requires more work.
-When a Character enters a comfortable situation, coming from a tense or hazardous one, they gain 1-3 Vigour depending on the level of comfort.
+When a Character enters a comfortable situation, coming from a tense or hazardous one, they gain 1-3 Vigour depending on the level of comfort.
This section requires more work.
-When Vigour gets low enough, the Character collapses, and cannot take actions.
+When Vigour gets low enough, the Character collapses, and cannot take actions.
This section requires more work.
-At any time, a Character can spend 1 Vigour, to "switch focus" to a new Modifier named at their choice, which has +2.
+At any time, a Character can spend 1 Vigour, to "switch focus" to a new Modifier named at their choice, which has +2, removing the previous focus.
- The Player is told what they can sense in the first tenth of a second.
+ The Player is told what they can immediately sense.
- This will usually be very vague and general information about shapes, layout, etc.
+
+ This will usually be very vague and general information about shapes, layout, etc.
+
+
+
+ For Characters with human-like senses, "immediately" means within one tenth of a second.
+
The Player can either choose to act instantly on the limited information, or wait a tiny bit longer for much more detailed information.
- The delay should be half a second for humans, and an equivalent time for different Characters.
+
+ For Characters with human-like senses, the delay should be half a second.
+