making nascent vigour system ready for a session

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2025-04-19 17:44:50 +01:00
parent 8ae63b602e
commit 99de01dd6c

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@@ -446,9 +446,9 @@
</div> </div>
<div class="section"> <div class="section c6">
<h2>Character Creation</h2> <h2>Character Creation</h2>
<p class="c10 aside notes">This section requires more work.</p> <p class="c6 aside notes">This section requires more work.</p>
<div class="section c2"> <div class="section c2">
<h2>Campaign Limits</h2> <h2>Campaign Limits</h2>
@@ -795,8 +795,9 @@
</div> </div>
<div class="section ce1 ce10"> <div class="section c1">
<h1>Vigour</h1> <h1>Vigour</h1>
<p class="aside caution">The contents of this section are in flux. This is only a stub.</p>
<p class="c10 aside notes">This section requires more work.</p> <p class="c10 aside notes">This section requires more work.</p>
<p class="c10 aside notes">Vigour may be renamed, likely to "Cohesion" or "Stability".</p> <p class="c10 aside notes">Vigour may be renamed, likely to "Cohesion" or "Stability".</p>
<p class="ce1">Keep track of a Modifier called "Vigour", which starts at zero, and applies to all Checks.</p> <p class="ce1">Keep track of a Modifier called "Vigour", which starts at zero, and applies to all Checks.</p>
@@ -804,21 +805,21 @@
<div class="section"> <div class="section">
<h1>Reprieve</h1> <h1>Reprieve</h1>
<p class="c10 aside notes">This section requires more work.</p> <p class="c10 aside notes">This section requires more work.</p>
<p class="ce1">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.</p> <p class="">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.</p>
</div> </div>
<div class="section"> <div class="section">
<h1>Collapse</h1> <h1>Collapse</h1>
<p class="c10 aside notes">This section requires more work.</p> <p class="c10 aside notes">This section requires more work.</p>
<p class="ce1">When Vigour gets low enough, the Character collapses, and cannot take actions.</p> <p class="">When Vigour gets low enough, the Character collapses, and cannot take actions.</p>
</div> </div>
<div class="section"> <div class="section">
<h1>Focus</h1> <h1>Focus</h1>
<p class="c10 aside notes">This section requires more work.</p> <p class="c10 aside notes">This section requires more work.</p>
<p class="ce1">At any time, a Character can spend 1 Vigour, to "switch focus" to a new Modifier named at their choice, which has +2.</p> <p class="">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.</p>
</div> </div>
@@ -857,14 +858,22 @@
</p> </p>
<p> <p>
The Player is told what they can sense in the first tenth of a second. The Player is told what they can immediately sense.
<br /> <br />
This will usually be very vague and general information about shapes, layout, etc. <span class="minor">
This will usually be very vague and general information about shapes, layout, etc.
</span>
<br />
<span class="minor">
For Characters with human-like senses, "immediately" means within one tenth of a second.
</span>
</p> </p>
<p> <p>
The Player can either choose to act instantly on the limited information, or wait a tiny bit longer for much more detailed information. The Player can either choose to act instantly on the limited information, or wait a tiny bit longer for much more detailed information.
<br /> <br />
The delay should be half a second for humans, and an equivalent time for different Characters. <span class="minor">
For Characters with human-like senses, the delay should be half a second.
</span>
</p> </p>