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