Regras adicionais
Algumas regrinhas 'F!F!F!' para algumas coisas que não possuem regras e que eu quero testar:
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Take Watch
When you you're on watch and something approaches the camp roll Notice. On a Raise you're able to wake the camp and prepare a response, the camp takes +1 to any roll on their next action. On a Success you react just a moment too late; the camp is awake but hasn't had time to prepare. You have weapons and armor but little else. On a Miss whatever lurks outside the campfire's light has some advantage on you.
Undertake a Perilous Journey (one roll per 4 days travelled, or fraction)
When you travel through hostile territory (practically everywhere in Rassilion), choose one member of the party to act as Trailblazer, one to Scout ahead, and one to be quartermaster (the same character cannot have two jobs). If you don't have enough party members or choose not to assign a job, treat that job as if it had rolled a Miss. Each character with a job to do rolls (see below). On a Raise the quartermaster reduces the number of rations required by one. On a Raise the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much). On a Raise the scout will spot any trouble quick enough to let you get the drop on it. On a Success each roles performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don't get the drop on them either. On a Miss, the GM might have some kind of surprise for you.
Rolls:
-Trailblazer: the worst between Know(navigation) and Tracking. Someone can also roll Know(area) to add +1 to the Trailblazer roll (+2 with a raise).
-Scout: the worst between Stealth and Notice.
-Quartermaster: Survival
Carouse
When you return triumphant and throw a big party, spend 100gs and roll Spirit + extra 100s of gs spent + CHA. On a Raise choose 3 (below). On a Success choose 1. On a Miss, you still choose one, but things get really out of hand.
-You befriend a useful NPC
-You hear rumors of an opportunity
-You gain useful information
-You are not entangled, ensorcelled, or tricked
Recruit
When you put out word that you're looking to hire help, roll Persuasion + CHA. If you make it known…
…that your pay is generous, take +1
…what you're setting out to do, take +1
…that they'll get a share of whatever you find, take +1
If you have a useful reputation around these parts take an additional +1. On a Raise you've got your pick of a number of skilled applicants, your choice who you hire, no penalty for not taking them along. On a Success you'll have to settle for someone close or turn them away. On a Miss someone influential and ill-suited declares they'd like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take the consequences or turn them away.
If you turn away applicants you take -1 for you next roll to Recruit.
This message was last edited by the GM at 23:47, Sun 16 Aug 2020.