diff --git a/styling/styling.css b/styling/styling.css index f3cb5be..dc63c5e 100644 --- a/styling/styling.css +++ b/styling/styling.css @@ -40,12 +40,11 @@ ul { .section { margin: 20px 0; - /* background-color: blue; */ } .section p { - margin: 0%; + margin: 5px 0px 0px 0px; /* background-color: pink; */ } diff --git a/wiki/appendix-c.html b/wiki/appendix-c.html index a90af6a..f98ae68 100644 --- a/wiki/appendix-c.html +++ b/wiki/appendix-c.html @@ -170,7 +170,8 @@
- When you do something under fire, or dig in to endure, roll+Sturdy. On a 10+, you do it. On a 7-9, you flinch, + When you do something under fire, or dig in to endure, roll+Sturdy. On a 10+, you + do it. On a 7-9, you flinch, hesitate, or stall. The DM can offer you a worse outcome, a hard bargain, or an ugly choice.
On a miss, be prepared for the worst.
This move can be literal, dodge gunfire, or more nebulous. Fire might be trying to sneak by and not be heard by the cultists. Fire might be to convince someone who has you at gunpoint not to shoot. While this can be - physical, mental, or an emotional challenge it is represented by Sturdy, or how good are you at keeping your + physical, mental, or an emotional challenge it is represented by Sturdy, or how good you are at keeping your cool.
@@ -48,7 +49,8 @@
- When you read a charged situation, roll+Clever. On a hit, you can ask the DM questions. On a 10+, ask 3. On a + When you read a charged situation, roll+Clever. On a hit, you can ask the DM + questions. On a 10+, ask 3. On a 7-9, ask 1:
- When you need to remember something important or obscure you study roll+Bookish. On a hit the DM tells you what + When you need to remember something important or obscure you study roll+Bookish. + On a hit the DM tells you what you remember. On a 10+ you get something useful and interesting. On a 7-9 you get something interesting but not immediately useful.
@@ -82,7 +85,8 @@- When you try to bend the God's strength to your own roll+Occult. On a hit you succeed in what you wanted to do. + When you try to bend the God's strength to your own roll+Occult. On a hit you + succeed in what you wanted to do. On a 10+ choose one option below. On a 7-9 choose both options.
When you try to seduce, manipulate, bluff, fast-talk, or lie to someone, tell them what you want them to do, - give them a reason, and roll+Persuasive. On a 10+, they'll go along with you, unless or until some fact or + give them a reason, and roll+Persuasive. On a 10+, they'll go along with you, + unless or until some fact or action betrays the reason you gave them. On a 7-9, they'll go along with you, but they need some concrete assurance, corroboration, or evidence first.
@@ -116,7 +121,8 @@- When you read a person in a charged situation, roll+Persuasive. On a 10+, hold 3. On a 7-9, hold 1. While you're + When you read a person in a charged situation, roll+Persuasive. On a 10+, hold 3. + On a 7-9, hold 1. While you're interacting with them, spend your hold to ask the character questions, 1 for 1:
On a miss, ask 1 anyway, but be prepared for the worst.
-Main note is you don't ask all of these questions immediately unlike Consider Your Options. You can hold onto +
Main note is you don't ask all of these questions immediately unlike Consider Your Options. You can hold onto your questions until it's advantageous to use them.
- When you help or interfere with someone who's making a roll, roll+Connection. On a 10+, they take +2 (help) or + When you help or interfere with someone who's making a roll, roll+Connection. On + a 10+, they take +2 (help) or -2 (interfere) to their roll. On a 7-9, they take +1 (help) or -1 (interfere) to their roll.
diff --git a/wiki/downtime.html b/wiki/downtime.html index 58af854..cd0f721 100644 --- a/wiki/downtime.html +++ b/wiki/downtime.html @@ -26,8 +26,8 @@
These moves can only be done when resting. It requires a safe location.
When Downtime is started, spend 1 food per character in the group. If you cannot, your party members who didn't @@ -47,7 +47,8 @@
Roll+Clever. On a 10+ you find 1 Food. On a 7-9 you find 1 Food and pick 1 from the options below:
+Roll+Clever. On a 10+ you find 1 Food. On a 7-9 you find 1 Food and pick 1 from + the options below:
- You seek enlightenment from the gods. Gain 1 Rev Token each battle until the next downtime. Roll+Occult. On a + You seek enlightenment from the gods. Gain 1 Rev Token each battle until the next downtime. Roll+Occult. On a hit, and the DM tells you something new and interesting about the current situation, and might ask you a question or two; answer them. On a 10+, the DM gives you good detail. On a 7-9, the DM gives you an impression. If you already know all there is to know, the DM will tell you that. On a miss, be prepared to be interrogated diff --git a/wiki/mechanics.html b/wiki/mechanics.html index 6c18801..87f0c73 100644 --- a/wiki/mechanics.html +++ b/wiki/mechanics.html @@ -56,7 +56,7 @@
Every move into an unknown location, searching for loot, or other situations that take time the party must make a - pressure roll. A player chooses a stat. Then roll+stat. + pressure roll. A player chooses a stat. Then roll+Stat.
To determine initiative all participants in combat roll a d20. From highest to lowest record if the number - rolled - is - a player or monster. Players win ties. If a combat with 3 players and 2 enemies it might looks something like - this: - P, M, P, P, M + rolled is a player or monster. Players win ties. If a combat with 3 players and 2 enemies it might looks + something like this:
+P, M, P, P, M
Starting with the first in turn order that initiative slot can be used by anyone on the side it represents. For example, if that initiative slot is a player's then any player can take their @@ -183,7 +181,7 @@
Next determine the length of each weapon being used (unarmed, short, medium, long). Whoever had the longer - rangemay choose to first strike. First strike + range may choose to first strike. First + strike lets you attack first using the next initiative slot in order. If you inflict major damage to the attacker with a first strike the following attack will have -1 intensity. @@ -249,7 +248,8 @@
- Rev Tokens - In battle each player character start + Rev Tokens - In battle each player character starts with 1 Rev Token. These tokens represent your willpower to not die. You can use a Rev Token anytime to:
diff --git a/wiki/quick-page/consider-your-options.html b/wiki/quick-page/consider-your-options.html new file mode 100644 index 0000000..6e242f0 --- /dev/null +++ b/wiki/quick-page/consider-your-options.html @@ -0,0 +1,35 @@ + + + + + + + ++ When you read a charged situation, roll+Clever. On a hit, you can ask the DM + questions. On a 10+, ask 3. On a + 7-9, ask 1: +
+On a miss, ask 1 anyway, but be prepared for the worst.
+The important word with this move is charged. Charged means there is tension. This tension could be who is + going to attack first, or trying to navigate someone down from jumping. If you want to ask these questions + normally you can and the DM will answer them to the best of your character's knowledge.
+Charged = tension = roll. Not charged = no tension = no roll.
+