From 99de01dd6c7b05f36048911a0bd673b964933fe0 Mon Sep 17 00:00:00 2001 From: uzalu Date: Sat, 19 Apr 2025 17:44:50 +0100 Subject: [PATCH] making nascent vigour system ready for a session --- maxima_2025.html | 27 ++++++++++++++++++--------- 1 file changed, 18 insertions(+), 9 deletions(-) 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 @@ -
+

Character Creation

-

This section requires more work.

+

This section requires more work.

Campaign Limits

@@ -795,8 +795,9 @@
-
+

Vigour

+

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 @@

Reprieve

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.

Collapse

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.

Focus

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.

@@ -857,14 +858,22 @@

- 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. +