A myriad of updates
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\usepackage{multicol}
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\usepackage{multicol}
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\usepackage{hyperref}
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\usepackage{hyperref}
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\usepackage[dvipsnames]{xcolor}
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\usepackage[dvipsnames]{xcolor}
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\usepackage{fontspec}
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\setmainfont{Arial}
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\graphicspath{ {./src} }
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\graphicspath{ {./src} }
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\definecolor{parchment}{HTML}{FCF5E5}
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\definecolor{parchment}{HTML}{FCF5E5}
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\definecolor{title}{HTML}{664200}
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\definecolor{title}{HTML}{664200}
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colback=parchment
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colback=parchment
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}
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}
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\begin{document}
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\begin{document}
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\pagecolor{parchment}
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\twocolumn
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\begin{center}
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\begin{center}
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{\color{title} \huge The Cubic System}
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{\huge The Cubic System} \\
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\newline
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{by William Moore}
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{by William Moore}
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\end{center}
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\end{center}
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@ -86,11 +85,7 @@ Here is a table of task difficulty values usable for determining in a vague sens
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\end{center}
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\end{center}
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\textbf{Combat} is really a specialized task check. First, Agility rolls are made to determine turn order. Next, Agility dice are rolled to strike. The defender may spend 1 action to make a relevant Dodge or Parry roll to add dice results to their target value of 10. If the attacker's roll is higher than this value, they succeed and roll their relevant dice to determine damage. If the attack succeeds and damage is dealt by adding in the weapon damage, the defender rolls their Endurance dice and add in any armor.
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\textbf{Combat} is really a specialized task check. First, Agility rolls are made to determine turn order. Next, Agility dice are rolled to strike. The defender may spend 1 action to make a relevant Dodge or Parry roll to add dice results to their target value of 10. If the attacker's roll is higher than this value, they succeed and roll their relevant dice to determine damage. If the attack succeeds and damage is dealt by adding in the weapon damage, the defender rolls their Endurance dice and add in any armor.
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\onecolumn
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\newpage
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\begin{minipage}[s][.7\paperheight][t]{\columnwidth}
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\begin{multicols}{2}
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When determining damage, the system uses wounds. The best way to figure out how many wounds are dealt is looking at the resulting damage from attack. When a character receives 5 wounds and do not receive medical attention within 10 seconds, they die. The following table shows the damage ranges:
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When determining damage, the system uses wounds. The best way to figure out how many wounds are dealt is looking at the resulting damage from attack. When a character receives 5 wounds and do not receive medical attention within 10 seconds, they die. The following table shows the damage ranges:
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\begin{center}
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\begin{center}
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@ -113,10 +108,12 @@ In your dice pool, one die, which should be identified in some fashion as differ
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At creation, all characters have 5 character points. At the end of a game session, the game master/mistress should divvy out character points. After the players receive them, and between sessions, the players may spend the 3 points to improve a skill by +1. Alternatively, the player may spend character points equal to the dice to add a new skill based on the associated attribute. The cost is equal to the number of new dice for the skill. For example, a player wants to increase their 5D skill to 5D+2. If they want to proceed, they will need to spend 6 character points. Another example, the player wants to learn a new skill based on their Agility score of 2D. They will need to spend 2 character points to get +1 in the skill for a total of 2D+1.
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At creation, all characters have 5 character points. At the end of a game session, the game master/mistress should divvy out character points. After the players receive them, and between sessions, the players may spend the 3 points to improve a skill by +1. Alternatively, the player may spend character points equal to the dice to add a new skill based on the associated attribute. The cost is equal to the number of new dice for the skill. For example, a player wants to increase their 5D skill to 5D+2. If they want to proceed, they will need to spend 6 character points. Another example, the player wants to learn a new skill based on their Agility score of 2D. They will need to spend 2 character points to get +1 in the skill for a total of 2D+1.
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\end{multicols}
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\section*{Movement}
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Movement is defined as how much a partcular character may move in meteres in a single combat round. For example, a human might move 10 meters in a single round. Movement usually consumes the action for a given character.
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\vspace*{\fill}
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\vspace*{\fill}
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\begin{tcolorbox}
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\begin{tcolorbox}
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{\color{black} The Cubic System © 2024 by William Moore is licensed under \href{https://creativecommons.org/licenses/by-sa/4.0/}{CC BY-SA 4.0}}
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{\color{black} The Cubic System © 2024 by William Moore is licensed under \href{https://creativecommons.org/licenses/by-sa/4.0/}{CC BY-SA 4.0}}
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\end{tcolorbox}
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\end{tcolorbox}
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\end{minipage}
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\end{document}
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\end{document}
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