Fleshed out climbing and mountain sickness
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rules.md
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rules.md
@ -166,25 +166,45 @@ The damage dealt by the wound roll is subtracted from the target's Health, and t
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If you decide to maneuver around the environment on your turn, you can position yourself somewhere that is easier to attack from next round, or places you somewhere out of danger. Sometimes, you may even be able to escape from combat, while abandoning your party members.
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If you decide to maneuver around the environment on your turn, you can position yourself somewhere that is easier to attack from next round, or places you somewhere out of danger. Sometimes, you may even be able to escape from combat, while abandoning your party members.
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## Climbing and Mountain Sickness
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## Climbing
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:question: **TODO:** Fill this out
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Climbing such an immense mountain is no small task. Many people can dedicate their lives to mountaineering, and still not have explored the entirety of even the lower elevations. Add to that, the many dangers and challenges encountered, and it's easy to see why only the bravest - or craziest - are up to the challenge.
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:question: **TODO:** Climbing takes 3x as much time as descending. Link to the time section here.
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Some well worn pathways are relatively easier to traverse, taking only a set amount of time, while other uncharted paths will present unpredictable and sometimes insurmountable obstacles.
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:question: **TODO:** Foothills takes one day to climb, dotted caves (surface) takes 2 days, etc. Some skills may make it faster.
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If you choose to follow the established paths, the time taken on each elevatiion is as follows:
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:question: **TODO:** Sickness details for each elevation:
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* 1st Elevation - 1 Day
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* 2nd Elevation - 2 Days
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* 3rd Elevation - 4 Days
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1. Nothing
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For the 3rd Elevation specifically, there are no permanent outposts or resting places, nor are there members of the Mountaineering Guild to guide you up or down - from this point forward, you are on your own.
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2. Headache
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3. Nausea, vomiting and loss of appetite
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4. Weakness, fatigue, severe dizziness
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5. Movement and exertion becomes harder
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6. Disorientation and loss of senses
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7. Unknown
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:question: **TODO:** There are ways to alleviate the sickness, like skills, local fruits, etc. Skills that make it easier have a prerequisite like: Reach elevation X and return to the city.
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When returning from a climb, you may be weighed down by discoveries, or injuries, and are more susceptible to those who would take advantage of you. Thankfully, the outposts on the first and second elevations can act as rest areas, and may sometimes offer assitance for your return, for a price.
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:question: **TODO:** Add the price for the assitance.
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:memo: **Developer Note:** The outpost leader has a secret task, in addition to assisting climbers who pass by - if an artifact with the capability of destablilizing or destroying the power of the Mountaineering Guild, or of the Mountain itself is found, the leader must, at their discretion, suppress or destroy that artifact.
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## Mountain Sickness
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It's a well known phenomenon across the continent that climbing mountains can cause various maladies. The lower concentrations of oxygen, as well as the lower pressure inherent to higher altitudes, causes a series of nausiating to debilitating effects.
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For Tiere, The Sacred Mountain, be it providence or coincidence, it seems that each elevation aligns with the worsening of symptoms. At the dawn of each day, each player must perform a [skill challenge](#skill-challenges) to avoid altitude sickness, depending on which elevation they've reached:
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| Elevation | Target | Effect on Failure |
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| --- | --- | --- | --- |
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| Foothills | No challenge needed. | - | - |
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| Dotted Caves | 12 | Lose 1 Fortitude. |
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| Gambler's Bluff | 14 | Lose 1 Fortitude, need to spend 1 segment of time recovering. |
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| Mycelia Jungles | 16 | Lose 1 Fortitude, then make another skill challenge with a target of 16, and on a failure, you become Fatigued. |
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| Kingdom of Failures | 16 | Lose 1 Stamina and 1 Fortitude, and all rolls for this day receive a -1 penalty. |
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| Frigid Plateau | - | - |
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| Chained Apex | - | - |
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Multiple skills are available for purchase which alleviate these symptoms, or at a minimum, makes the effects barable. Other medicinal solutions exist, such as sunberries, which grow across the first five elevations.
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:question: **TODO:** Skills that make it easier have a prerequisite like: Reach elevation X and return to the city.
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## Resting and Fatigue
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## Resting and Fatigue
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