From f04d00b76981043c6b25a5b9e0b6d7dfedb37937 Mon Sep 17 00:00:00 2001 From: Thomas Wolmer Date: Sun, 21 Aug 2005 20:53:15 +0000 Subject: [PATCH] Added/modified footnotes. git-svn-id: https://projectaon.org/data/trunk@90 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- xml/03btng.xml | 45 ++++++++++++++++++++++++++++++++------------- 1 file changed, 32 insertions(+), 13 deletions(-) diff --git a/xml/03btng.xml b/xml/03btng.xml index 384bea5..39f03c1 100755 --- a/xml/03btng.xml +++ b/xml/03btng.xml @@ -20,6 +20,9 @@ $Id$ $Log$ +Revision 1.9 2005/08/21 20:53:15 angantyr +Added/modified footnotes. + Revision 1.8 2005/08/14 19:52:04 angantyr Fixed various *ne issues. @@ -134,7 +137,7 @@ small10: the ethetron &inclusion.paul.bonner.bio.gs; Project Aon - 20050814 + 20050821

You are the Wizard Grey Star, chosen hero of an ancient magical race&emdash;the Shianti. To find the Moonstone, source of all Shianti wisdom, you must venture Beyond The Nightmare Gate.

Dare you enter a realm of mystery, a world of gods and demons? For somewhere in this twilight region is the secret of the Moonstone. Only you can find it and with its power throw down the evil Shasarak and save mankind. Your journey will take you across the grey plains of the Neverness, past the dark enchantments of the Crystal Tower, and on towards perils undreamed of. Armed only with the Wizard's Staff and the magical spells of the Shianti, you must step into a nightmare world where only the bravest will survive!

@@ -261,7 +264,7 @@ small10: the ethetron

This section of the rules implies that you must re-pick all three scores&emdash;COMBAT SKILL, WILLPOWER, and ENDURANCE&emdash;even though you may have already completed a previous adventure. This is without precedent in other books and therefore appears to be a mistake. In order to preserve rule consistency among the books, you may choose to retain your COMBAT SKILL and ENDURANCE scores and only re-pick you WILLPOWER score.

If you have completed book two but not book one, it seems reasonable to add 25 to the number you picked.

-

It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use your Wizard's Staff until your score is again above zero.

+

It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

@@ -281,12 +284,12 @@ small10: the ethetron - -

The wording of this section of the rules seems to indicate&emdash;if read literally&emdash;that you may choose your set of Powers again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Powers again. If you have have completed at least one previous adventure, you may choose one additional Power from the list. If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

-
+ +

The wording of this section of the rules seems to indicate&emdash;if read literally&emdash;that you may choose your set of Powers again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Powers again. If you have have completed at least one previous adventure, you may choose one additional Power from the list. If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

+

If your WILLPOWER falls to zero or below, you will not be able to use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

+
-

If this is your first Grey Star adventure, your education in the ways of wizardry is incomplete: you have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are, is up to you. If you have completed either books one or two or both of the Grey Star adventures, you may choose six of the seven Magical Powers. All of the Lesser Magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.

The seven Magical Powers available to you are listed below. When you have chosen your five or six Powers, enter them in the Magical Powers section of your Action Chart.

@@ -469,7 +472,7 @@ small10: the ethetron -

Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the Power of your mind, and causes a beam of destructive Power to hurtle from its tip. Every time you unleash this Power you must deduct 1 WILLPOWER point.

+

Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the Power of your mind, and causes a beam of destructive Power to hurtle from its tip. Every time you unleash this Power you must deduct 1 WILLPOWER point.

In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more WILLPOWER points and multiply the number of ENDURANCE points lost by the enemy, accordingly. For example, if you chose to expend 3 WILLPOWER points on your attack, all enemy ENDURANCE point losses would be multiplied by three.

If you enter combat without your Staff, deduct 6 points from your COMBAT SKILL If you have no weapon at all, you must deduct 8 points from your COMBAT SKILL.

@@ -1583,9 +1586,13 @@ small10: the ethetron
78 + + +

As you are using your Power of Elementalism against the Chaos-birds, you should deduct 1 WILLPOWER point.

+
-

You close your eyes and send out the power of your thought to the Elemental plane. A raging wind blows around you, whipping the birds into confusion so that they are unable to attack. Unfortunately, you are now unable to manipulate the damaged craft and find yourself affected as badly as the Chaos-birds. A sudden gust sends you hurtling into the side of the Trianon and the sound of a collision fills your ears.

+

You close your eyes and send out the power of your thought to the Elemental plane. A raging wind blows around you, whipping the birds into confusion so that they are unable to attack. Unfortunately, you are now unable to manipulate the damaged craft and find yourself affected as badly as the Chaos-birds. A sudden gust sends you hurtling into the side of the Trianon and the sound of a collision fills your ears.

Pick a number from the Random Number Table. Add the number you have picked to your current WILLPOWER score.

If the total is 9 or more, turn to 304. If the total is less than 9, turn to 83. @@ -2432,9 +2439,13 @@ small10: the ethetron
148 + + +

As you are using your Wizard's Staff against the Jahksa, you should deduct 2 WILLPOWER points.

+
-

The raging wind helps the Ethetron to stay airborne without power and, while the Jahksa is in a trance state communing with the Elementals, you take up your Staff. It is difficult to take accurate aim because of the violent movements of the craft and yet, with remarkable calmness and precision, you fire a direct hit into the Jahksa's chest. He leaps back and, with magical flames still smouldering in the remains of his robe, he staggers towards you. Without hesitation, Tanith rushes at the Jahksa and thrusts him over the rail. She gives you a look of triumph and you cannot resist a cheer.

+

The raging wind helps the Ethetron to stay airborne without power and, while the Jahksa is in a trance state communing with the Elementals, you take up your Staff. It is difficult to take accurate aim because of the violent movements of the craft and yet, with remarkable calmness and precision, you fire a direct hit into the Jahksa's chest. He leaps back and, with magical flames still smouldering in the remains of his robe, he staggers towards you. Without hesitation, Tanith rushes at the Jahksa and thrusts him over the rail. She gives you a look of triumph and you cannot resist a cheer.

The storm blows itself out and quickly you bring the Ethetron back on course. You soon reach the Moaning Mountain and locate the cavern. With some skilful manoeuvring, you line up the ship with the opening and enter.

Turn to 300.
@@ -3115,7 +3126,7 @@ small10: the ethetron

The overwhelming force of your attack beats the birds away for the moment. The Ethetron grinds to a complete halt.

If you have the Keys to the Crystal Tower, turn to 231. - If you possess the Magical Power of Sorcery, have more than 6 WILLPOWER points remaining, and wish to use your Power to move the Ethetron, turn to 78. + If you possess the Magical Power of Elementalism and wish to use it, turn to 78. If you have neither of these, turn to 83.
@@ -3435,10 +3446,14 @@ small10: the ethetron
231 + + +

Remember that you may only use those Keys you possess.

+

Of course! you shout to Tanith. The Keys! We must use the Keys! With an understanding nod, she takes the Keys.

-

Which one? she asks.

+

Which one? she asks.

If you choose the Spider Key, turn to 98. If you choose the Wolf Key, turn to 251. If you choose the Eagle Key, turn to 68. @@ -5106,7 +5121,7 @@ small10: the ethetron

(197) Deleted If you wish to carry it, it must be kept as a Backpack Item or you may give it to Tanith to carry, in which case remember to note this on your Action Chart..

(199) Replaced Chaos-Master with Chaos-master.

(203) Replaced death and with death, and.

-

(205) Replaced your power with your Power.

+

(205) Replaced If you possess the Magical Power of Sorcery, have more than 6 WILLPOWER points remaining, and wish to use >your power to move the Ethetron with If you possess the Magical Power of Elementalism and wish to use it.

(207) Replaced point you with point, you. Replaced all occurrences of Chaos-Master with Chaos-master.

(210) Replaced you look with you a look.

(214) Replaced Elessin; inhabitants with Elessin, inhabitants.

@@ -5184,19 +5199,23 @@ small10: the ethetron

(The Game Rules) This section of the rules implies that you must re-pick all three scores&emdash;COMBAT SKILL, WILLPOWER, and ENDURANCE&emdash;even though you may have already completed a previous adventure. This is without precedent in other books and therefore appears to be a mistake. In order to preserve rule consistency among the books, you may choose to retain your COMBAT SKILL and ENDURANCE scores and only re-pick you WILLPOWER score.

(The Game Rules) If you have completed book two but not book one, it seems reasonable to add 25 to the number you picked.

-

(The Game Rules) It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use your Wizard's Staff until your score is again above zero.

+

(The Game Rules) It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

(Magical Powers) The wording of this section of the rules seems to indicate&emdash;if read literally&emdash;that you may choose your set of Powers again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Powers again. If you have have completed at least one previous adventure, you may choose one additional Power from the list. If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

+

(Magical Powers) If your WILLPOWER falls to zero or below, you will not be able to use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

(Equipment) If you have completed a previous adventure, you keep all equipment you had at the end of that adventure. You do not receive any new equipment, unless you have just selected Alchemy as your sixth Magical Power, in which case you receive a Herb Pouch with contents as indicated in this section.

(Equipment) If you have mastered the Lesser Magick of Alchemy and therefore have a Herb Pouch, you may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.

+

(78) As you are using your Power of Elementalism against the Chaos-birds, you should deduct 1 WILLPOWER point.

(Section 106) You may only choose a Key that you have not already tried.

(Section 107) If the Elessi leader has been holding your Wizard's Staff until now, you can now take it back.

(Section 118) If you have already opened this door, you do not need to do it again. If you have opened the door but chosen not to step through it, you can now choose to do so (turn to 125), or to walk back to the large stairway (turn to 239). If you have both opened and ventured inside the door, you must turn to 239.

(Section 144) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.

+

(148) As you are using your Wizard's Staff against the Jahksa, you should deduct 2 WILLPOWER points.

(Section 150) You may only choose a Key that you have not already tried.

(Section 177) You must choose whether to keep the individual buds or to mix potions from them. You may not do both.

(Section 186) You may only choose a Key that you have not already tried.

(Section 190) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.

(Section 197) You may only choose a Key that you have not already tried.

+

(231) Remember that you may only use those Keys you possess.

(Section 240) You may keep any Keys that you have already noted on your Action Chart. You may also keep any Keys that you have not used. List all Keys to the Crystal Tower as a single Backpack Item on your Action Chart (noting which Keys are included). If you do not want to carry the Keys in your Backpack, you can let Tanith carry them, but you must then note down that you cannot access them if Tanith is not with you.

(Section 242) You may only choose a Key that you have not already tried.

(Section 252) You may only choose a Key that you have not already tried.

-- 2.34.1